lionz's Forum Posts

  • Pathfinding logic youre constantly running the event and finding a path. You should do a trigger once to find the path, then the on path found trigger should be its own separate event.

    For the camera try drag and drop behaviour on a sprite that also has scroll to behaviour.

  • Looks like it is sorting each column individually which is how I would expect it to work

  • The point is to use the container, the family isn't in the container.

  • Why don't you just search for zeroes and delete the row?

  • Bullet on collision with enemy, set health bar visible. Should work if they are in a container.

  • The best way to do this is to have it in one layout. Looks like you made it overly complicated by using multiple layouts then tried to find a way to overcome a problem that shouldn't even be there. If the character movement matters that much to the gameplay it is fine to do in one layout, or you can do something complex like make all characters global and when you go between layouts they will continue to move across the terrain which is also global, this means of course mapping out your levels so they are not in the same place, but really this is just dividing up levels that could be in one layout.

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  • Just picking again, but I didn't really understand what you're asking

  • I guess. You can use that, or arrays which are more complicated. Global variables can provide a locked status.

  • You mean you have a shop and then a character select screen? It's more complicated than me just explaining how to do it. You can use global variables to decide if a character is locked or has been bought. Then on the selection screen you check if the variable is 0 or 1 maybe and that decides if you can select it.

  • Hmm I would ask why can't you do it on one screen/layout ?

  • Ah ok it's because you're using an x,y array so you need to say at (loopindex,1) I guess to check there is no item. When you use (loopindex) that first cell is always 0, im not sure what the numbers are for tbh.

  • You don't put = "i", the "" is to represent the empty array cell you are searching for. Whatever the data is for an empty cell if its "" or 0, you use this. Then on setting the variable it's the loopindex only. You can then use this to add an item to that array X.

  • I edited above so you can see the structure

  • There's a system way if you understand it :

    for "" from 0 to array.width,

    - if array.at(loopindex) = "", then stop loop, set variable to loopindex (stores the x)

  • Yep you answered your own question, you'll need to create some new logic that checks for empty slots, you can't really just push to the back if there are empty ones in between. You would just use a for loop and loopindex compared with the array X until you find one which is empty "". You can either do this or have an inventory where deleting the item moves everything down, you would do this by deleting the actual row rather than its contents.