lionz's Forum Posts

  • Share the file, I can take a look.

  • You added the pig object as an obstacle, an obstacle is used for blocking line of sight, not to be used for an object you want to see.

  • What have you done in admob so far?

  • It's looking good!

  • Solids block the line of sight by default so you cannot see through walls for example. You can change this though by changing obstacles from Solid to Custom, where you can set your own.

  • I guess maybe you will need a variable on the tower too, like a bool isSelected.

    1. On tower clicked, if globalvar=0, set globalvar=1 and set tower isSelected true.

    2. If tower isSelected : set tower position to mouse.x,mouse.y

    3. On mouse clicked, if globalvar=1, set tower isSelected false, set tower to position mouse.x,mouse.y, set globalvar = 0

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  • Not on the individual towers, a global variable I said, that solves all your problems. It means you can only select one tower until you place the tower.

  • You should see this

  • If you have just added the payments it can take 24 hours for your details to be verified, it should say this. When verified it will change to a panel indicating you are approved and can start serving ads.

  • I see your problem and yes the function will run just once. You do this with a global variable toggle. When the player stops or whatever the trigger is, set the global variable from 0 to 1. Instead of the function call have a condition variable=1. When the pathing has finished, set global variable back to 0.

  • Use a global variable as some kind of mode switch, for example have a variable 'buildmode' set to 0 by default.

    When you select a turret it goes into build mode, so you set buildmode variable to 1. Then you adjust the initial selecting a turret logic to have a condition only if buildmode=0. This locks out any future clicking on turrets while you are holding one on the mouse.

    Then to place the turret in the level you add to your turret placing logic a condition buildmode=1. This means it will stamp a turret and remove the follow mouse logic only if buildmode=1, and then once stamped you set buildmode back to 0.

    In short, you will only be able to select a turret to follow the mouse if buildmode=0 and you will only be able to stamp a turret down if buildmode=1.

  • That's the most convoluted inventory system I've ever seen, 50 events just to add or drop an item in an inventory. It looks like isininv bool doesn't get set to true when you create the item so when you pick it up it thinks it is a new item. That's all the research I'm doing on this one ><

  • There is a system action : Reset global variables, try this on start of layout

  • Where he has create enemy at hero.x+360, you would instead use hero.x-360.

  • It's using 'tickcount' logic which starts counting from when you start the game. This works fine if it's the first layout but of course if you go from another layout it has already gone beyond tickcount=2 for example. You could replace tickcount with another condition, such as a global variable that acts as a timer.