lionz's Forum Posts

  • Use a loop - for 1 to array.width, add arr_levels.at(loopindex,1) to a local variable.

  • That one above is system compare two values

  • in an expression you would use player.platform.stat

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  • No problem, good luck :)

  • Problems arise if there are no waits anywhere in these functions, if you send a signal and wait for signal within the same tick I've seen issues. Using 'wait for previous actions to complete' under some of the actions has also resolved this issue for me as I think that possibly waits for next tick.

  • - The enemy does not have a box like the player so you need to change the collision box of the enemy, open the image editor and have a look at its shape, you should change it to a box

    - Change initial animation to 'idle' in properties of the player

  • Do you mean you are using signal and wait for signal within the same function?

  • What you're looking for is system save where it simply saved the current state of the game and at a different time you can load it again with system action. So that objects keep their state whether they are destroyed or not when you return to a layout you need to give the objects 'Persist' behaviour.

  • What do you need help with?

  • I read this story over and over and I still don't understand it, you're describing too many things we can't see. What do you need help with?

  • You could have one function and conditions within the function based on a parameter. You pass a different number through the function each time and in the function the conditions look like if param=1 do this, if param=2 do this.

    If the functions are vastly different and a large number of events then you can call each function based on an instance variable of the object using similar conditions, if object.var=1 run function 1, if object.var=2 run function 2.

  • Technically you could have an array with the IDs in one column and the name of the object to create in the next column and then run a function to locate the ID position at X,0 in the array and use 'Create object by name' at X,1.

  • Not like you're describing, when you are in one layout it is like the others don't exist. You can go to the other layout and load data though. What you're describing is probably done with array data, you store collected items in there and load them in the wallet layout.

  • Yeah you posted at same time, as mentioned above you can use Persist behaviour which might be good for this type of game, or global variables.

  • When you return to layout 1 are you given the same options but the door is now open? You can give the 'Strange Door' button a variable which changes when the door is unlocked, if var=0 then go to layout 2, if var=1 then go to layout 3.