lionz's Forum Posts

  • If you can't export then report it as a bug

  • Yes it was correct except the array.at is looking for data inside the array but you wanted the position or index of the array, in this case the loopindex, but you have the right idea yep nice one :)

  • Did you change it to loopindex as I mentioned because it works for me. You can run the project in debug view, there you can see the variables and such for each instance.

  • Looks like the object which is visual is not the one you're setting the position of. Set the position of the object you are using for the collision with the cave.

  • Set listposition to array.at(loopindex+1) is a string, the data in the array, shouldn't that just be loopindex if I'm understanding it correctly.

    The other bug is the last event because it is 0 to start with it is already triggering and restarting the layout constantly. You can run that event elsewhere like after the text object being pressed you can add it in there as a sub event to check if there are now 0 objects remaining.

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  • It's standard to have the bullet in the layout already, or in another unused layout. You use an initial instance to take the stats from. You can destroy it on start of layout. You could also set all the stats in the same action where you spawn the bullet as it will apply to the one spawned.

  • Are they gone for good or is this a bug?

  • Restarting the layout does not reset global variables, on the restart layout event you need to set the player health back to its default value with an action.

  • Put the score object on its own layer and set the layer parallax property to 0.

  • There's no point sharing a tutorial that works, asking us to look for errors. You would need to share the project that has the problems.

  • If you collect the item then that one instance of the object is set to 1 and you store it as 1, but the other instances presumably remain as 0. Then when you load the game and get that item from the local storage you now set all instances to 1. Not understanding that last event. Even if this did work are you really going to repeat those events for each collectable in the game? Also I think you should not be saving instance variables to local storage, probably why you found no information on this.

    If you're doing collectables I would advise using an array where you can list all collectables in Y=0 and then have yes/no or 0/1 in Y=1. Then you can save the full array as JSON format into local storage then you only have to save/load one item. On starting the game you load the local storage item into the array and it's filled with what you have collected, 1s and 0s.

    Or if arrays sound like it's not your thing then please revert back to global variables, that's all you need to store to say that you collected an item. When you overlap the object, you set a GV to 1, not on the object itself.

  • There's too much unknown information. You also shouldn't need to get the item from local storage at the start of each layout, only on first load of the game. I can't see any events for the main menu. Better to share the project to debug the error.

  • Try setting levels to int(localstorage.itemvalue), maybe the stored number is now a str. For the levels being visible I don't see any events or logic relating to that.