lionz's Forum Posts

  • I think you are looking for save and load game under system. I can't think of a reason to save an instance variable on specific instance and it doesn't seem possible.

  • If you mean saving in the sense when the user quits the game and reopens it then system save/load is good enough or look up how to make savegames in the manual. If you mean saving in the sense of storing variables during the game session and going between layouts then I would use global variables.

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  • You need to spawn the bullet with the condition 'on shoot'

  • Ok there is a way to do it, assuming the same as the video you have Object and the new object is called ObjectReflection, you can say for each 'family' : create object by name Family.ObjectTypeName&"Reflection". The only problem is you cannot really then pick the created object to flip and set it the image point so this gets convoluted, you could possibly try 'Reflection' family on created (yes another family for reflections), flip and pick nearest 'Objects Family' (the original one) set position to its imagepoint, or overlapping condition may work too if when you created the reflection at family.x/y

  • If score is working as expected for CPU then you replace CPU with 'racers' family which includes CPU and Player. For position it looks like you already have the logic for each CPU ordered by score, so here you replace with 'racers' family again. In that loop though you should use a counter variable to set the positions, adding 1 to it in the loop, so this means the 'racer' with highest score become pos 1, second highest score is pos 2 etc. All the variables look important so score and position would move to family var as well as CurrentLap, NextCheckpoint etc

  • Ok based on the above it is working but I should've specified I was trying to load with events, AJAX and Load, rather than manually in the editor.

    So I guess this resolves it. I can manually load tmx using what was mentioned above and then use TilesJson in runtime to access what I need, thanks!

  • Anyone familiar with importing from Tiled ? It doesn't seem to like TMX or even the TMJ 'JSON' export format when imported, as though it cannot read it. When I download custom TilesJSON from within Construct and load it in this is of course working as it's in the expected format but with these exports from Tiled they are just ignored.

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  • As well as make it invisible you'll need to make collisions disabled, this is another action on the object in the same way.

  • Why is the animation upside down?

  • I would remove the bullet behaviour, instead add platform behaviour. When you click you use simulate control left or right to walk. Add appropriate collision to the stairs.

  • Get rid of the bottom two events. When you create the banner and it's show:true it should just appear. For the interstitial add a trigger once and if it never shows then check the variable.

  • If you're saying the problem is when you include the player with CPU, it can be resolved by using a Family for example called 'Racers' that contains the player and CPU, with a family instance variable for position for example Racers.pos

  • Can probably help if I had the project file and in English but with this post as it is cannot do anything. Also a better description of the problem.

  • I think usually mouse and gamepad are separate events and it makes sense here to have 2 events.

  • 1. You can have an event 'target on created' if target.x greater than player.x then set player mirrored else set player not mirrored (or the opposite depending)

    2. Player on collision with wall, set bullet speed 0 and destroy target