lionz's Forum Posts

  • Are you referring to save data? And what are you thinking for the purchased content?

  • The current logic you have picks one random instance every second, but you want to move them all I guess. Logic should be every 1 second, for each shrimp, set variable to choose(1,2,3). This assigns it a random location. Then your logic for setting the location should be taken out of the loop and be a separate event that runs constantly, sets location based on their variable.

  • Z order is the same as Construct 2, the hierarchy of objects in a layer. Z elevation is the Z position relating to X, Y and Z co-ordinates, a camera view that adjusts to make the object look 3D.

  • Picking in the function is a little off, try :

    Pick a random object A

    - Indent for sub event, For each object B, object B.animf = object A.animf (not system compare but on the object B compare frame itself), object A set position

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  • You should create all objects at the start and destroy them to avoid the lag later on so it isn't loading them for the first time. Also I've never heard of a 350 item inventory before in a game unless maybe it's in pages. Maybe you don't need to show that many items to a player.

  • You'll have to share a screenshot of the event sheet to debug this

  • So as mentioned above, are you running create instance then immediately the function underneath? The instances may not exist yet in that tick to pick from. If you add a wait 0 seconds before the function it may work now.

  • Should be fine although there is something about waiting until the next tick before picking an instance. If you create and run the function all at the same time then the instances may not exist yet. Also an issue if you pick something outside of a function then run the function it does not keep the picked instance from outside the function, but that doesn't appear to be what you're doing here so that's ok I guess.

  • What events did you use for the button click, did you use the mouse object? Those conditions are under mouse object.

  • There is a condition, on mouse button released, you can use this and hide text box on left button released.

  • You could maybe use a global variable and on button press set a global variable to 1 or 2, depending on button, do this in events on the first layout.

    Then on event sheet for layout 1, you can say on start of layout, if global var is 1, load this data, if global var is 2, load the other data.

  • If they are different objects then you do with events, on button press go to layout. If you are referring to same object but 2 different instance of same button, then you could add instance variable of text, and the name of the layout, then in events you can use 'go to layout by name' and the name is button.variable.

  • Is matchdone = 1 when you tap the ladder? If that condition is true then the tapping won't work.

  • You apply actions to all instances of an object type unless you pick using conditions on the left. It's all in the manual! When it says create object it means create object instance.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/instances

  • Didn't quite understand the gameplay description but you can right-click invert the overlapping check so it becomes 'is NOT overlapping' an object, does that work well enough here?