lionz's Forum Posts

  • Are you saying the loop is working though? Even if the picking is fixed, I don't think finding a path every tick is going to work. I would try and bring it to a more simple approach than what I'm seeing in the screenshot which is embedded chaos. Also I'm wondering why do you need 2 identical families? That was possibly the start of the problems.

  • What do the events look like? You can create invisible sprites and check if player is overlapping.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Pick using the sprite 2 object - compare instance variable

  • Disable adverts and try it again, is the loading time the same? Check the memory usage also.

  • > Have you proven that the same tick is the issue? It doesn't sound like it from what you're describing. Use 'enemy on destroyed'.

    The setup I use is that on enemy of x color destroyed, another sprite representing the count spawns the next one and is destroyed. Like, at 0 lights on, enemy is destroyed, the 0 lights sprite spawns the one light sprite and gets destroyed. When the 4 light sprite spawns, the combo count goes up, the score increases accordingly and the lights go back to 0. It works just fine but when more than one enemy is destroyed at the same time, only one light changes. As if a single enemy was destroyed.

    To check it up, I created a global variable that increases by one when an enemy is destroyed. And while it does increase by the correct number of enemies destroyed, it is instant. Like, destroying 8 enemies at the same time makes the count go from 0 to 8 right away instead of counting from 1 to 8 fast.

    I wonder if it could work by using this number for the events instead. Like, when this variable equals 1, make the one light sprite visible. If it's equal or above 4, spawn the 4 lights sprite, do the score thing, then subtract 4 from it. This way if say, 8 enemies are destroyed at once, the count of 8 would spawn the 4 lights and score, subtract 4 from itself and become 4, do the 4 lights and score increase again and go to zero. 9 enemies destroyed at once would do all that and set the count to 1 at the end.

    Better if you share the events and tell us what you want. Of course if you use on destroyed then the variable will increase as fast as the enemies are destroyed, if that's a problem then show us why.

  • Not sure what the idea is behind those events. You set item to array.asjson whenever you need to save, if that's only on start of layout then that's fine. To get the array you should be doing this on start of layout I guess right at the start of the game.

  • Under System you will find save and load

  • Have you proven that the same tick is the issue? It doesn't sound like it from what you're describing. Use 'enemy on destroyed'.

  • You can save the array data in JSON format as one key. During the game update the array accordingly as levels are completed and save into local storage each time it's updated. When you launch the app you can load the array from local storage and check against it for level completion.

  • You mean to load save games from them? The tutorials are probably not outdated as nothing changed, you would use system save on a checkpoint and then system load to load the game from there.

  • Check that the variables are correct and true. Although that would be a strange tutorial that buries the movement animations in conditions like that.

  • Take global setting off the Flip object is the fix. He is following you through each layout including game over and the main menu and is falling off screen.

  • Are you able to share the file? Or more information?

  • Yes if it's predetermined data then you can create and fill out an 'array file' on the right side tool bar and then use the load action to load it into the array so you can read from it during runtime.

  • I really appreciate your time to show me how to create a functional array for inventory use.

    No problem! Array is the way!

    i got it to stop by only allowing the creation if the inventory slot is not overlapping an inventory item object

    That should work if it makes the condition false but be careful since the event is still running constantly. I would add it to the space bar press event myself to create them when inventory is opened and destroy them when inventory is closed, or are you hiding them?

    You will likely come across more bugs but if you understand the array all should be fine :) Maybe as practice you could add a description for each item that shows when you mouse over the inventory slots, descriptions stored in the array too!