TheColdVolcano's Recent Forum Activity

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  • I have a function defined under script tag of index.html

    	function showAlert(){​
    	
    	alert("Hello");
    

    How can I call this function on certain events?

  • You can create a special object (for example an invisible sprite), and add NoSave behavior to it. Use this object to run the timer and to store different values in its instance variables, which you don't want to be affected by the saving/loading events.

    I have a global variable named TimeRemaining. I set the timer every second as below

    When I use a System action called "Save Game", it saves the value of the global variable. This happens when I reach a checkpoint. Now, for example, The game continues thereafter for 10 more seconds before player hits the obstacle. In this case I have to reset the game back to the checkpoint, so I use the system action "Load Game" and mention the slot to load. This leads to resetting all the variables including the "Time Remaining" global variable. I want to avoid resetting this variable.

    With your approach it will just save the state of the object but not the variable. Or am I doing something wrong?

  • I have a timer based game. In this game there are 4 checkpoints and multiple obstacles.

    Currently, whenever the player reaches the checkpoint I save the game using save game to slot. After saving the game, if the player hits any of the obstacles, the game starts from the saved state.

    However, right now even the timer gets reset to the state when I load the game from slot.

    Is there a way I can save the state of the game except for the timer?

    Tagged:

  • Check out these demos:

    https://howtoconstructdemos.com/category/virtual-joystick/

    Thank you! This helped. I did not require multi-touch so modified it a bit. But thank you for giving a direction!

  • Hello,

    Is there a way in which one can make a PubG like game controller which allows my player to move in 8 directions?

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  • Create a global variable at the start of the event sheet. When the player collides with the enemy, use the action System - Select Subtract From - Select the global variable you created which stores the health value - Mention in the value field the number you want to deduct from the players health.

  • Hello, I have created a simple lift / elevator animation. There are 3 sprites used for this; 2 chains that holds the lift platform and one lift platform on which the player will be standing. The animations are working perfectly fine in general. However, when I load my game from a slot then the timeline animation misbehave. It either animates just one of the chain and keeps the rest two static at one position and it does not move at all. How do i make sure this does not happen?

    This is a simple piece of code if anyone wants to replicate and find a solution or suggest me some workarounds.

    Event Sheet

    Layout with 3 sprites: 2 black chains and one lift platform.

    Update:

    If I use 3 timelines for those 3 sprites then it works fine. Is this expected? Using multiple sprites in same timeline does not work?

  • Hi, if I understand correctly you need this...

    even if it works, if you check the debug mode it goes that using the overlap the creation of new instances will continue until the overlap is stopped. To avoid this I recommend that you use the collision instead.

    The link to the project ...

    https://mega.nz/file/LCBFTCyA#ZU2_G18rg1nenEIgPhWd77vyrqTNcuTSEeJxfGaRWDc

    I hope I was helpful, I am a beginner too and I don't speak English, but if I can help I do it willingly. Hello and good luck.

    Thank you! This worked.

  • There are 10 objects in the family. I want to pick the object that the player overlaps with from this family and create an instance of the picked object. I tried to look at various solutions but not sure how to do it. Please guide.

  • Did you give the behavior to the family or the objects separately?

    Even if we assign the behaviour to the family, the objects in it inherits the behaviour right?

  • Use a Tiled Background and change the Image Offset Y

    Using BBox and checking the layout boundaries did the trick.

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TheColdVolcano

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