lionz's Forum Posts

  • You said door too many times so it's too confusing to me now. You said the other doors will not close if the player is overlapping multiple openers. What do you want to happen?

  • No worries, my capx is pretty much the answer below mine, but looks like you have found a solution already

  • The link is broken. However if you are using arrays you can use 'push' to push orders to the next available slot at the back of the array so try this first.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Problem is that the other door's won’t close if player is overlapping with multiple Door_Opener’s.

    It does work, you just have the initial bool set to true on that left door.

    My question is though: why I need to add that “for each” condition? I though that boolean variable (isLocket) will pick each object separately (and also Door_Opener's because they are containers of Door ohject's).

    You don't need a for each. If you just have door is boolean set, then it will just check each door as if it was a for each.

  • So you're asking is that the correct link for downloading audacity? Looks like it.

  • I just made this which should give some ideas... It zooms out until everything is in view, is that what you are after? Obviously you can adjust the values so that it is instant, I've just set it up to incrementally zoom out so you can see what's happening. https://dl.dropboxusercontent.com/u/495 ... nview.capx

  • So they are scored when you jump past them basically? I guess you could record the x,y of the player at the start of the jump and on landed, say for all platforms if y is greater then add score.

  • You're creating the menu at gridx,grixy instead of mousex,mousey

    When you create at mousex,mousey you have an event that destroys on touch so you'll never see the menu. You should set up a boolean for opened/closed and trigger the pop up in that way.

    If by solid you mean 'has collision', they already do, unless you erase the tree tiles. It really depends what you mean by solid in this situation and what you want the trees to do.

  • It is a programming language, you can do anything like this. On touched > choose(0,1) will choose either 0 or 1.

  • What are you looking for it to do? Yeah the logic above is for when you land on a platform, what do you want to happen with nearby platforms? Not sure I fully understand the game mechanics you are trying to achieve. Why would there be another platform only a few pixels underneath another platform?

  • Local storage is for loading data when you close the game down and reopen it. The issue here is because you have an event in level1 that on start of layout sets score to 0. Every time you include level1 it will reset score to 0 on the start of every layout. Because score is set to 0 by default this event is not needed, remove that and then it works.

  • Event 13 you're still spawning on layer 0.

  • Everything you spawn is also on layer 0 with the background, and behind it in the z-order. Z-order shouldn't matter though, you should really be spawning objects on layer 1 or above, in front of the background. The objects you can see are not spawned and are already on layer 1 so they are visible in front of the background. Check your spawning events where it says layer 0 by default, you can update this to 1 or above.

  • When I'm setting up stages like this I use the variable itself to toggle on/off. I had to use them a lot with my theme park game. You don't need 'for each' or 'trigger once' here. I would set it up with the following edits:

    second event: simply AI=0, set angle of motion, set AI=1 (notice no wait)

    third event: AI=1, wait random time,(wait moved to here) do the event 3 logic

    That should work...

  • Hello again. This should work, I put image point 3 on the gun turret, or at the top of the chassis.