ErikSwahn's Recent Forum Activity

  • That was it. Thanks!

  • I have a family called "characters", with a family variable called "ready". When ready is 0, characters stay still and when ready is 1 they start moving.

    I want characters to start moving when they are on screen, and stop when they are not.

    For each characters

    -sub event: is not on screen = set ready 0

    -sub event: trigger once

    For each characters

    -sub event: is on screen = set ready 1

    -sub event: trigger once

    If 3 enemies are on screen, only 2 of them start moving. Why?

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  • The player can kill enemies to get xp. The problem is that if 2 enemies die at the same time it only gives xp for one of them.

    For example: The enemy gives 2 xp if it dies and the player´s arrow hit 2 enemies at the same time which should give the player 4 xp in total, only 2 xp is given.

    Can I make this work with a "for each" loop? And if so could someone put together a foolproof example in the event sheet and screenshot it for me?

  • I noticed after publishing my game on sites that it runs differently for different users. I exported and uploaded the game as html. One person seem to get all texts in black instead of white and some colors/filters don't seem to be on at all or just not displayed right. I do use effects on layouts and objects in my game like "set color" or "exposure" and such.

    Is there any known solutions for this? Have people experienced this before?

  • Thanks! Although "on created" and "on start of layout" seems to trigger when loading...

  • Ah okay, so using trigger once below other conditions in the event is fine? It's only having a single trigger once function that ruins it? If so it should not be so much to change.

  • Seems there is no real solution other than rework the code, in some places im not sure how to do it since ”on created” also seems to trigger again. Is there a better way to save a game? What about json?

  • I see, thanks for the reply!

  • When I load my "mysave" save, events seem to re-trigger... How do I make sure this wont happen? I tried using the persist function for all my objects but it did not help. Might it be that events like "trigger once" and such is the problem? I just want to return to a state simply put. I use the constructs very own "save" and "load" action.

    Tagged:

  • Thank you so much! That was exactly what I wanted :)

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  • I see. How would you build such function? Would you check if an instance variable is greater than 0? If so, how can I display only such variable in a text?

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ErikSwahn

Member since 15 Jul, 2014

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