lionz's Forum Posts

  • kasanobanana well if it's like Vampire Survivors the skills are randomly picked and upgrade when picked so you'll probably need to use an array. Then you need to assign them to the player. choose() won't really work here as that will repeat options.

  • This is not really a simple question, what is your skill level with Construct or what did you do so far ? This would require some explaining.

  • In the image editor you can make your own shape for the collision box, so you can make a circle or whatever you need.

  • The closest thing I found to what you're describing is tokenat() expression so for example for fire_1, tokenat("fire_1",0,"_") returns fire and tokenat("fire_1",1,"_") returns 1. The middle value is its position in the string and the final value is using the underscore as a separator.

  • It's the tutorial or events we need to see, not a video of the issue. Depends how you did lives, its with a global variable ? Do you have an event on start of layout to set lives to 3 ? Do you have a 'reset global variables' event ? Are the lives local variables ?

  • Use a global variable to toggle on/off so a bool or set to 0/1. Then have conditions, if var is on/off, related to actions 'platform object set collisions enabled/disabled'

  • Can you also remove that first move to action ? The reason they don't move again is because the spaces are all set to var=1. You can run a sub event after the for each card to pick all spaces and set var=0 again.

  • I guess pathfinding doesn't have the drifting so it will look different. You could always use pathfinding on an invisible object and have the car chase it by using set movingangle towards the object.

  • I would put them on a global layer which acts like a HUD and remains between layouts, so where you create the objects (layer 0 in the tutorial) give that layer a global property and make sure in the other layout you have the same named layer.

    Another option is to make the inventory and objects you can pick up 'global objects', checkbox on object properties, which accomplishes the same thing.

    Also if you happen to mean a design something like going to another layout then returning to an 'inventory layout' so the inventory is always in one layout then there is something called Persist behaviour you can put on the objects which means the inventory will look the same when you return.

  • Ah ok you need to do 'for each card' also on the condition. Also on the action above the move to like i said you need to set the variable to 1, this means it cannot be picked by the next card. In your current event the spaces are still 0.

  • The phone is going to be different to a desktop browser. You should test on mobile from the start really so you can see the performance.

  • Goomba on collision with wall, if mirrored set not mirrored, Else set mirrored.

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  • Have a variable on space like to say it is in use (occupied) then say on touched shuffle, pick random instance of space where space is not occupied > set space.occupied to true, and move card to space.