lionz's Forum Posts

  • Yeah I'm asking what your role is in the team.

  • Often people will use CSV format for this then use the CSV plugin to import the data into the game. Not got a lot of experience with using this method but there should be some info around. In terms of the array, you never need to set a specific size, you can 'push' items into an array at the back so in reality it has an unlimited size.

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  • Around where the destroy action is, you can say something like object is overlapping spawner, set variable to false, then destroy object. So really you are checking that is IS overlapping the spawner to pick the appropriate spawner, setting the variable back, then destroying the object.

  • You're nearly there, you use Grow but set a negative value to shrink it.

  • What will you be doing on the game?

  • Post a screenshot of the event with mouse click or function, should work fine...

  • The intensive CPU usage is because you're updating the text object every tick I guess. You should avoid doing this where possible. The logic itself seems fine.

  • A variable with condition should work....if object clicked, and condition 'variable = this' then do a thing, otherwise don't do a thing. So you have on object A clicked (var=false), create object B and set object A var=true. Now it locks out object A from being clicked.

  • The save file using this method is in some permanent web storage that you don't really need to access. You're saving and loading to a slot and don't need to see it. You can access save data if using the localstorage though.

  • Ah I didn't see this. A good trick to see if your save logic is being read by the game is to put some other event there like 'destroy a thing' so you know it's being seen. More than likely that the logic is fine in this instance though and perhaps the event sheet has not been included or does not relate to the main menu layout.

  • You can put it any event sheet, as long as it's being seen by the game, so 'included' in the main event sheet assigned to the layout.

  • No problem, good luck!

  • It's the system condition, pick a random instance, then pick the spawner. Then add another condition spawner.variable=false.

    This picks a random spawner where the variable is false. It will ignore all spawners where the variable is true (already has a spawned object). When you spawn the object, then set the variable=true, it will use the same picked spawner and adjust the variable to say it is now in use.

  • Yes it gets tricky when you are trying detect which imagepoints are used but without using an overlap. You could literally set an instance var for each imagepoint I suppose and when it has been picked, then it is set to used. Then you would need checks such as 4 is picked, is 4=used, pick another imagepoint if 4=used.

    Regarding the overlap checks, yes it will destroy both as you need to pick one of the objects in the collision. You can use a comparision nth instance in overlap checks. When an object overlaps an object, pick nth instance 0 is one of the objects, pick nth instance 1 is the other object. This is how you can differentiate between the two overlapping objects and destroy only the new one.

    To use actual spawn points rather than a single object with imagepoints, you set the spawn points up with variable. Pick a random spawnpoint where the instance var is not set, then spawn the object.

  • As mentioned, this just looks like it is setting to an idle animation when you hit the wall because the player 'is not moving', therefore it will look like the animation is skipping.