lionz's Forum Posts

  • Not sure what's going on there. Check if the variable is correct for the incorrect blobdraw objects, that means it hasn't picked up the setting of the colour. If variables are also wrong, start disabling events to try and determine where the problem is. Seems to me like you don't need the on start of layout set colour events if they are persist objects?

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  • Replace 'is in touch' with 'on any touch start'

  • Why didn't you use one family called toy with family instance variables 'type' and 'colour'?

  • It's a loop that runs from 0 to number of keys stored. It won't put any obvious gap because it's running it all in one tick although you could try stopping and continuing the loop. If you want to wait you could try calling a function with a number sent through as a param, you add 1 to this number each time you run the function. Inside the function you 'get' the dictionary item 'param' so dictionary.get(""&param). When you've done what you need to do with the key then you add 1 to the variable you are sending through the function and call it again.

  • If it's temporary and you don't want to move the real starting position of the player each time you can create a spawn point object used for testing. Add some logic that if it's in the level, set position of the player to the spawn point object.

  • I may be wrong but I don't think 'key number' is data that exists. You store a key with a name and a value not an identifier. You could potentially store keys where the string is a number and run it through a loop : for from 0 to dictionary.keycount : log dictionary.get(""&loopindex) assuming keys are stored as "1", "2", "3" etc however that is not really running them in order it is checking that it exists and they happen to be in order.

  • Ordered by what?

  • Yes there is a 'for each key' condition on the Dictionary object that will run through every key in storage.

  • Let's see the events

  • What you are describing with the test file as broken is expected behaviour. What you described in the first paragraph is impossible so the event sheet must be linked to the layout in some way.

  • You may need to regenerate the obstacle map

  • It's either a global object or global layer. Because you said 'unchecked' then that will be the individual object most likely because the global option is a checkbox. Likely it is the layer set to global=yes. Select the layer that the objects appear on and look at properties, is it set to global=yes? Probably check it in the object bank layout.

  • Check the collision box on the sprite, it might be smaller than the object.

  • You're stuck with bottom only until that idea is implemented. You'll have to disable banners for now if they are interfering.