lionz's Forum Posts

  • Do you mean sprites directly underneath where you are touching? If so, that's as designed.

  • 'is not moving' with a trigger once and set animation should work. If it's not working then you have conflicting events that are true at the same time which is common with animation logic. Also you don't need an additional bool isIdle when there is platform behaviour condition isMoving which you can use.

  • You might have to use local storage to save a global variable (current level) as you save the game. Then you could do something like load global variable from storage, based on the number show the loading screen for that level, and then load the checkpoint/game from saveslot.

  • Yes, the Continue button logic loads the saveslot. You can change it to load a layout instead, then load the saveslot.

  • Arrays are already easy to use. If it was an instance variable then what value is object.array?

  • Alright then :)

  • It means you once opened it with a beta release and right now you are on a stable release. Go to settings and ask it to update on beta releases, then when you refresh you will update to the latest and can open the file.

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  • How much memory does your game use?

  • You don't need variables, you just use 'key is down' or 'on key pressed' which themselves are like booleans. Also how on earth did you use 120 events for character movement in a platformer?

  • You need to 'append text' not 'set text'. Set text replaces all text with the current row. Append text adds the next row.

  • Ah right I just imagined it was a group of objects in a family because you can use the family.

  • Well you could use an inverted if player is overlapping object with a trigger once, but yeah every tick shouldn't be a problem anyway for this.

  • To see the timer when player is running you can set a text object's text to ""&timer.currenttime. This will display the current time. When the game ends, whatever logic you have for that probably player death, you would set a global variable to timer.currenttime on player death. This would be the time the game ended and the score.

  • Are you using timer behaviour and do you mean you want the time to be the score? At the end of the game you can set a global variable number (the score) to timer.currenttime.

  • Hiya it's in project properties bar : first layout, you can choose it there.