lionz's Forum Posts

  • Add the coins key to the dictionary before you save, not after

    Make sure you are updating with the correct variable as it is using Coins with capital c when the global is 'coins' so it looks wrong to me

    Should be 'on 'MyGamedata' exists'

    Stop saving every tick

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  • It can't find a path to the dummy because it is on top of an obstacle the solid enemy. Also ths way you developed this game is kind of a performance no no in finding path every tick.

  • Do you have an example game that is similar to what you are trying to do ? I can't imagine the game but if it's tile based then yes, or one giant sprite ?

  • You can do animations with the sprite object, import the 3 frames you need as an animation and play it.

  • Give it bullet behaviour to make it move, then say every tick > set angle toward mouse.x,mouse.y

  • Although it's not mentioned I just naturally understood it to be the case, when I started using tile movement I saw that it uses grid positions within its own behaviour so thought ok setting x,y is not going to work for this or is probably not a good idea instead I will use the grid position numbers.

  • Done but please provide as much info as possible when asking questions

  • You can't do this, when you suspend the game it will stop. Sometimes people are comparing time passed when they return to the game to do certain things.

  • The array sort is kinda limited but if you move the co-ordinates into the first Y column then you can use array sort X action to arrange the rows from low to high.

  • Create a global variable for example lets call it hasShield, then your spacebar event should be 'on spacebar pressed' with condition hasShield=0. Then on the actions you spawn the shield and set hasShield to 1. This means it will only work one time because the variable changes to 1 and locks out the condition for 0. Then later on in the game when you are allowed to spawn a shield again you set the variable to 0.

  • Did not fully understand the post but in general if you want non repeating values you can use a Permutation table in Advanced Random this creates randomly shuffled string of numbers which can be useful. Or yes you can use an Array fill it with the values and delete the row each time something is assigned.

  • Yes should be under a sub event only, press S or right-click add sub event

  • can't do right now but look up Families in the manual. It acts like another object, you add those individual sprites to the Family and say in the event 'mouse cursor over Family', you select it as though it is an object.

  • You probably need a construct dev, this could be different things. Maybe it takes time to find targets or maybe if the target is created before/after the turrets on layout start then it can't target it. Or what data is stored in Turret.AsJSON? maybe targeting data is not saved or is difficult to load. Seems though you are creating a workaround for already existing feature which is system save/load which should work fine.

  • Need more info there on what you mean be combine enemies