lionz's Forum Posts

  • What are you trying to change?

  • I would use logic such as on overlapping/collecting penguin, set a global variable itemPeng=1

    Then when you get to the final screen, you compare everything that is set to 1, if itemPeng=1 then make the object peng on the final screen visible.

    This allows you to have the final screen setup in a way where all items are already displayed in the boxes where they should be but made visible/invisible depending on if you have collected it. The global variables allow you to steer clear of using global objects, persist behaviours and instance variables that can become unreliable when used for something like this.

    If you want to get a bit more complex and you're displaying them in the order that they are collected in the game then it kind of becomes a real inventory system. Arrays are good for this, as one is collected you 'push' the item to your inventory array which is a list of items. When you reach the final layout, each object would be displayed according to their position, so the first space is 0,0 of the array, second space is item at 1,0, third space is item at 2,0 displayed in the order they were collected.

    There are a few ways to handle this, just better not to use the method where you are pulling the actual object through the game with you, I would use global variables for a simple method, and an array for a more complex approach.

  • On hit - so before you decide the damage amount done to the enemy

    Set local variable to floor(random(100))

    Sub event > local variable less than 25 > add extra damage

    else > do normal damage

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  • Individual layouts are usually levels and you use 'go to layout' to transition to a new one. Or some users will build levels in the same layout which involves some logic with spawning objects or loading tilemaps. Simply put if your level 1 is on layout 1, on reaching the end you would have 'go to layout 2' and then layout 2 would be level 2.

  • Great! 'at' me to beta test it when it's at a testable phase :)

  • Looks great, I want to play it mmmmm

  • Hmm there's a lot more complexity coming your way if you're attempting a turn based RPG, what is the drag and drop element for?

  • When you do damage, pick a number from a range and based on the result decide if it's a critical hit, for example floor(random(100)) will pick an integer from 0-100 (not including 100). You could then say if the number picked is less than 25 then its a critical hit, for a 25% chance of a crit hit.

  • Hi, what you're looking for is in the behaviour's properties set 'Rotate object' to No, the default is Yes.

  • Yes PMs went missing due to the privacy stuff, Tom/Ash posted about it somewhere, but I do miss them ;_;

  • It's too difficult to imagine from the description, I can't really tell what your game is about. It sounds like it's a game where you leave players behind in a dungeon and return to them or something, which I guess persist is ok for, but I can't be sure that's what you're doing. You also only mentioned in a vague way what information is being carried between layouts so it's difficult to tell why it is such a problem. If the game is how I'm imagining it then you won't need to use global as you are travelling between layouts and always return to the other characters. 3 sounds like the better option plus wouldn't you have to 'respawn' a global character anyway based on co-ords assuming that you walk through a door and appear at a door at another location?

  • The info is right there, it's in the appdata folder on C, you can delete it in there to clear save data. There will be an option to clear it from Chrome browser settings, not sure what it is right now, clear cache may work but it could be a different option.

  • Construct does this by default, it loads only the objects required for the current layout.

  • If it's a general resource called 'fuel' then you can just use variables. 'Fuel' is a global variable and if it's transferred to ships you can have further global variables for ship1, ship2, ship3 or use instance variables if the object is important to the game.

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