lionz's Forum Posts

  • 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.

  • Yes you would go to the home layout, or you can create the thing you mentioned on a new layer in the current layout and make it visible.

  • It looks ok except you need to press twice to get to the next weapon the first time, you need to set weaponselect to 1 on start of layout when you spawn the first weapon.

  • I don't think it would work perfectly as it would skip 0 if you want that to run the first time, it would make the variable 1 then run the function. Depends what you want to happen in the game. You could of course change the conditions to 1, 2 and 3 instead of 0, 1 and 2 then it would run them all.

  • Add 1 to variable comes after the function so you should see it as 1 when it loops but never 0.

  • When you say it seems to not be working, how are you determining that, are you checking the variable in debug mode?

    Yes you can use an instance variable from the player as a parameter instead.

  • what's the problem?

  • Ok fair enough :)

  • If I'm understanding correctly you can use an array 'for loop' to run through X,Y where X=1 and Y = loopindex while you look for the fish name, if curY = "fish" then stop loop and add 1 to x=2,y=loopindex.

    Note : I find it easier to do it where X row is the new fish and Y columns are the values, although it looks backwards in the array file I find it just makes more sense in events but that's up to you...

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • And you think a template of an object using the platform behaviour with a dash attack (included in tutorial examples) and a wall jump (included in tutorial examples) is worth 322 euro?

  • Add the keyboard object and then use conditions such as 'key is pressed' and on the action 'simulate control' for platform or 8-direction behaviours.

  • Just looking at the events, because they run top to bottom that's probably why it isn't working for one button because the first condition would be true then you change the variable so the second one is true. Combine those two conditions into one event with an Else and it should work. Not sure on the angle and I don't have controller to test with but have you thought of just changing the visibility of the weapons instead of create and destroy?

  • Add an instance variable on object A, at the point where you pin object B to it, set the objectA.var to the UID of object B. Then later on you can say when player collides with objectA, pick object B where UID = objectA.var

  • Use a function on the action. On the function add a parameter for the variable and send through the function the hero.ID (it picks the overlapping one automatically). Then in the function, if param=left pick hero where ID= right and set variable, if param=right pick hero where ID=left and set variable.

  • Maybe your project is set to load from a blank layout you don't use. Check if start up layout is different to one you tend to use in the editor.