lionz's Forum Posts

  • Well the method doesn't really work for a game. If you load slot 1, then you have some planets. If you load slot 2 then you have some other random planets. But if you load slot 1 and play it and you have things like player health or items, then you load slot 2, you don't have this health or items it's a different game so it won't be continuous.

    It is a complex game, especially if you want it in one layout. Even if you store planet co-ords in an array and spawn the planets again based on these, you also need to store what happens when you enter one of these planets and then load that data too.

  • Well this looks like something different, it is loading a save slot each time so it would be a different game and you couldn't share data across it. Looks like you will need arrays for this to store generated data, I would start learning from the manual and tutorials.

  • So you don't have a game yet? I thought you were just asking how to retain data that you already made. Sorry, I don't have time to make such an example as creating many worlds in a single layout with random generation. That's not really a simple thing to ask for.

  • Yes you can release a new version. Are you asking how to do it, or simply asking if you can do it? You would follow the steps you used for the original version then create a new version in iTunes Connect console and submit. In terms of the game itself, I think you need to careful about what you change if you have save data but anything else should be fine to update.

  • Also One of my goal is to make vector images of missing children. You see there image on the news and you just want to make it better for some reason coping mechanism I guess. I guess I'm weird.

    Wut.

    The art looks interesting though.

  • You're talking about a No Man's Sky type depth of game right with unique planetary systems and then you go to the planets and they contain unique objects. It's quite complex so you're going to have to get used to the fact that it won't be too easy to make.

    Whatever method you used to generate the planets, I'm saying if you give the object 'Persist' behaviour then it will retain its values when you return to it in a layout. Somewhere along the way I guess you would have to use arrays though.

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  • If the planets are in different layouts you can use the persist behaviour on objects so they are retained when you return to the layout. If you save the game using system save I think it remembers all persist objects as well because it just saves the current state of the game.

  • Usually we would require more information than this but I'll go with use 'Create object' with 'repeat' condition.

  • Hmm still difficult to understand the game as I cannot see it but maybe you can push character name with the phrase, so name is at 1,0 and phrase is at 1,1 ? There is probably an easier way to do what you are trying to achieve. if you're saying some notifications get pushed to a main array specific to a character then you could identify this in some way outside of the phrase. If you have very few characters maybe you could call from several different arrays?

  • Hiya,

    Is there a definite need for the whole phrase to be in the array? You could possibly structure your game so that you have phrase + variable and the variable is always a single word from the array, but I don't know your game.

  • What you have there is all you need. The idea is that you have one object to handle the collisions and the animations do their own thing. You only need to detect player collision with the one box object. In 2D side scrollers you are not checking collision right down to the shape of the body of the character however if you are using a melee weapon for example you could spawn this with its own collision to detect an attack.

  • Well if the gameplay is specifically 'until the object is used', you can do what you have now the variable >= 25 with condition system compare 2 values : object.count=0

    This means if variable is greater than or equal to 25, and number of this object that exists is 0 then create the object. It will only trigger again if you use/destroy the object.

  • It looks like you assign the object an ID and position based on enemy UID on start of layout but not when it's created there. Did you check that the object is created?

  • Probably not true. The conditions, not your post.