lionz's Forum Posts

  • coming right up!

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  • When you finish a level set a value in an array from a 0 to a 1 Relate the row number to an instance variable on the level selection object, so level 1 = row 1, level 2 = row 2 or something. For each row if the value is 1 then show succeed on the level object else don't.

  • On Z pressed : object set size to self.width/2, self.height/2

  • If it's a top down game then I guess you're using 8-direction. There is an action set vector on there which pushes the object in a direction. You might need fancy maths for the value or maybe something like the enemy angle will work.

  • In game or where the player spends real money? Both are possible

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  • Ah okay I didn't try to test it like playing too early I just waited and then played. High score is saving on my chrome yep. I've not used Facebook but there is an easy to use plugin I guess and again the manual and tutorials should help.

  • 1. There are full screen options in the Browser object, to make an app there are export options for APK and also a manual with tutorials

    2. Local storage is working...

    3. What do you mean by messing up the game? looks fine

  • It was the same in C2 as I recall, they only become pickable until next tick. It does run them in order but the instances are not available until the next tick, people would use system waits. 'Wait for previous actions to complete' is a new thing in C3 though.

  • It's because the bricks don't exist yet as all functions run within the same tick. In construct you have to wait for the next tick before the objects become pickable in the other functions. You can add 'wait for previous actions to complete' between the function calls in MakeGame.

  • Where do you call MakeGame? That's important here. You might call it before the Bricks exist

  • Yeah see my edits above, it is actually working as you want for adding items just that when you remove items they are not removed from the array so there are no empty slots.

  • Seems as designed because I think it uses the one obstacle map for the behaviour. You can add another pathfinding behaviour if you want to do something different.

  • To fix what you requested you need to change the logic for the add item function. You shouldn't base it on slot object matching a slot ID that increases when you add an item. You should instead run a loop for each x to check for an empty slot which is "" in the array and then add the item at the array position 'loopindex', or if it doesn't find "" then the inventory is full.

    edit: looks like you might be doing that already if you remove the slot object condition. The other problem is that using 'give' is not removing items from the array. It looks for an invslot_1.slotID that is not referenced by conditions

  • I would trim this down or start again because it looks highly convoluted for such a simple thing. You're using an array but at the same time have made it all about the visible slot objects. To delete an item of the array should not require that much logic and it's made it super confusing, you will likely encounter more bugs. To delete an item from an array, should be set item at slot_ID,0 to "" when the slot is clicked. There is a lot of variable setting on the slot too, this isn't required either because you're using a slot_ID to gather info from the inventory to use at any time.