lionz's Forum Posts

  • You need to type it out like any variable, so Parameter0 will do. You already did this with the condition.

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  • If you already added the parameter in the function then it appears like a variable so you do system compare variable and it should be in the list.

  • The behaviour they use to follow depends on the genre of game, I can't imagine what it looks like.

    To choose an NPC you could give each one a variable value like 1,2,3... and a global variable number which is the NPC that is following you.

    When you interact you set the global variable to the NPC number. Then for following, you can say if NPC.variable = global variable then follow, Else don't follow.

  • I mean that's not what I asked... but I think the issue is the global variable value has quotation marks around it. If you did what I asked in previous post probably you will find other actions are not working under the weapon=bat condition. Your var is equal to the string "Bat" not Bat

  • If it is working at the top level of the function then weapon is not Bat. Try some other action under 'weapon = bat' that is a general variable change and not related to the sprite, does that also not work ?

  • Some variables in my game change very often, sometimes once a second. And I would like this data to be saved. Will using Save & Load affect performance? How often can I use this save without sacrificing performance?

    I have tried this in my game and it does affect performance, I wouldn't save too often. You should design the game in a way where you can save in a more general way like at the start of a room rather than every time a variable changes.

  • > Save and load yes.

    Thanks for the answer. This makes me happy because Save & Load seems easier to me than Local Storage. So, when the value of one of the variables changes, I can save it using Save & Load?

    The save game will save the state of the game including all variables, like an old school save where I am and then load the game where I am, and this has always been fine for me. I may use local storage keys only for tracking for example you could determine if the user has saved before by saying 'does a local storage key exist'. Maybe local storage is used for saving and uploading data to servers though I've never tried it.

  • I think both caused by the same issue your walk animation has frames of different sizes means that when you are walking sometimes you are falling, when falling the jump won't work, and also it tries to play walk and fall animation at the same time which is the reason for the animation speed effect. What people usually do is have an invisible player box for all the platform stuff, then the animation object is only for animations and pinned to the player box, try this!

  • Save and load yes.

  • You need an 'on item get' then 'check item exists', then you can use the on item exists condition. I think you are missing this beforehand. But even with this, your id exists actions don't go anywhere except to Start layout, so on that first event in the previous screenshot you need to add an action to go somewhere else other than Start.

  • What outcome are you expecting ? Also I just noticed the condition says less than 0 so what is id variable default value ? and also that event seems unnecessary in general ?

  • 'get' triggers even if it's missing, I think you are using 'get' when you mean to use 'exists'.

  • Commonly, are you sure about that ? Every game i've played snaps to a landscape mode on one side and can't be changed.

  • What I mean is no it's not possible on Construct 2, but with Construct 3 it is