lionz's Forum Posts

  • Hi there, did some investigation for you. The important bit you missed out was setting the animation speed to 0. Be sure to do this for the maps and the masks. Because you are playing the animations, it changes to frame 1 on the complete map which shows the blank map in game. You adjust the animation speed by opening the image editor and options are on the left.

  • If you mean teleport by 32 pixels then you can do set position self.x+32 for example to move 32 pixels to the right.

    If you mean walk 32 pixels then there is MoveTo plugin here, which allows you to say walk 32 pixels to a position :

  • You've added the amount to y=1 in the array in the pick up logic, you could add the weight of an item to y=2, then do y=1*y=2 into y=3 to get the total weight taken up by one item.

  • I've dropped it into the Update Inventory function as that seems the best place. At the moment it just adds y=1, which is the amount of each individual item, to the inventory (so everything has a weight of 1). As mentioned above if different items have different weights then you can put a calculation in and set up a total weight for each item type in another y column and run through that instead of y=1.

    https://www.dropbox.com/s/ksskijrn2w8iu ... .capx?dl=0

  • Well I made an example capx there, if you can't slot those events in share your own capx and I can take a look.

  • I do this with a for loop.

    For "0 to array.width"

    Array value at loopindex,1

    That'll print 0,1 1,1 2,1 3,1 etc, everything at y=1.

  • Sounds like it's playing constantly because you are triggering it every tick that life is 0. Use 'trigger once' if you want it to play once on dying.

  • I don't see any collision check? Use Player on collision with Enemy or Player is overlapping Enemy.

  • The game confuses me but what you're probably after is blocking out the initial nMask logic with a variable. You could set an instance variable on the nMask itself and condition for nMask.count = 0 where variable is set, set the variable on overlap so the count is greater than 0 and locks out the logic, then when not overlapping (event 10) and count > 0, set the count back to 0 by toggling the instance var to allow for further overlaps.

  • That's basically scrabble right, I don't think there are any templates but you could make it fairly easily using Construct. You could store correct allowed words and match the word played with these.

  • Yeah you can just say if is dead, disable the Platform behaviour.

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  • You can block it out with a condition such as when the player dies you set var dead=0 to dead=1. Then under controls you have if dead=0, so when player is dead you can't move.

  • Yep that would've been my response, gets asked a bunch on here ^^

  • Sounds interesting, hopefully the gameplay will come together nicely.

  • What is the logic you've used in the first layout?