lionz's Forum Posts

  • Getting stuck while pathing is not really a problem with the instance but the pathing itself. You need to make sure the cell size is appropriate, tight spaces are a problem for pathfinding. Test it in a larger open space to see if it works.

  • When you use on destroyed you are picking only the instance that was destroyed, so you cannot then pick more monsters. You can put those events into a function, then on destroyed : run function. Function allows to pick from all instances again.

  • It is that but the other way around, like I said the enemy object with pick nearest to player.

  • Yes the condition is what you need. On the touch event you can add the condition pick monster nearest to player, then it will find path to this one.

  • This has been a long term project of mine, and while I've not gotten around to it yet, I think my planning was to use a combination of both Dop and Lionz answers here. (Unfortunately my planning notes don't have this written down!)

    Essentially, the JSON would store all of the static information like base stats, types, movepool etc. for the Pokemon and then depending on what the information would be used for, each system would have data structures.

    For example - I'd planned to use arrays to track stats of each Pokemon currently in battle, using the data in the JSON to help calculate stat changes. You could in theory use either an array or a dictionary to track which Pokemon you'd seen or caught and then draw the correct information out of the JSON for the dex.

    I'm probably really overcomplicating it as I always do, but I guess it ultimately depends on how complex you want your game to be.

    Ya for me I prefer to use array for gameplay data and because I like the array events that you don't get with a dictionary object. Dictionary could be useful to reference something that is stored. I use JSON format only if I want to save the array but usually I am using system save so it's not needed.

  • When local storage item exists and you load the JSON you need to set the variable to dictionary.get("copperqty").

  • As you need the jump I guess my approach would be to give the player the platform behaviour. Then logic for movement would be 'Is in touch', touch.x < player.x then platform simulate control left, else simulate control right.

  • Instead of the set values 0.25 and 0.12 you can use a variable, so every 'variable' seconds. Then all you need to do is change the variable to 0.12 for hard mode.

  • You should check the variable in debug mode because it might not be 1 or 2. Also we can't see the events for opening the menu so maybe that's where it goes wrong for closing it.

  • Array

  • System for each numbers

    Boxes.num = sprite.num : numbers pin to Boxes

  • Are you using 'restart layout'? That will reset the groups. But 'go to layout' I think it persists as you would expect.

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  • Did you test it? I think the groups remain in their same state when using go to layout.

  • If you increase the deceleration then the character will not slide around like it's on ice

  • They must spawn on a layer behind the tilemap or on the same layer. You should use a layer above the tilemap to spawn them, or look into Z ordering.