lionz's Forum Posts

  • Like this https://www.dropbox.com/s/ee58t83e1v8xm ... .capx?dl=0

    Where if you run it in debug mode and view the array, you can see the listed objects that meet the condition.

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  • Not a different object, but the same object. You need to do this anyway or Construct won't let you create the object. You will get an error saying instance of object does not exist. Construct will take attributes from the first instance of an object and apply it to future instances. You can hide this somewhere off-screen or destroy it at the start of the game/ on layout load.

  • This is just updating the text every time it finds an object that matches the condition so all you'll ever see is the last one displayed in text. I guess you could push everything to an array if this is just for debug purposes, that's what I prefer to do!

  • To save all the elements of the game at that moment, or 'state' of the game, you can use system action save/load.

  • If you have a bowling ball somewhere on the layout with drag/drop behaviour, then every bowling ball you create will have the behaviour.

  • You would just create a new bowling ball with drag and drop behaviour when you click on the bowling ball menu icon. So the menu version is an icon, this can be a different object. When this icon is clicked you create a bowling ball at cursor xy.

  • Oooo looking good!

  • The imagepoints are kind of irrelevant when it comes to the memory. The only concerning memory will be the main map image, if it is a huge HD image then it will take up more memory, and best practice is to use smaller source images. If this is just going to be one image and not say 20 huge maps at a time then it shouldn't creep up too much. The invisible detection sprites will also be kind of irrelevant, you won't be using any images, just an invisible sprite object for detection. The only other memory use will come from the highlighting sprite which will be represented by an image of just the one state, this shouldn't be too much memory and is likely not going to be detailed as it is just for highlighting a selected area.

  • You could use imagepoints on the general map image. If cursor is overlapping these image points then you could set a sprite to the imagepoint position and take the shape of the state in the form of an animation frame. This method would just be one sprite image for the general map and one sprite image for the highlighted state. You could even spawn invisible detect sprites on each imagepoint of the map if the detect area needs to be wider. In a general sense it would be like the US map, with pegs where the states are (imagepoints) and if the mouse goes over these, then the state appears to be highlighted.

  • If you're asking what I think you're asking then no it's not possible..

  • Set it so that on path found, move along path as standard. Then every X seconds find path to player, it should pick up the new location of the player at that point. I could do a simple capx with 2 events to show you that it 'should' work so something has gone wrong in your game logic. In what way is it not working? That'll be the key to finding out where the logic has gone wrong.

  • This can be easily resolved with a shared capx. Without it, just guesswork.

  • My head exploded. I will just say 'always families'...

  • Post a screenshot of the logic for the if variable / go to layout events.

  • Check out the localstorage tutorials. You save the variable to localstorage at the start of the intro or whenever it changes. When you load the game, you load that key from localstorage and it remembers it as 1, rather than the initial 0.

    https://www.scirra.com/tutorials/1461/h ... age-plugin