lionz's Forum Posts

  • Means you moved it to a different folder or could be like a school access thing like you need to log in to access the folder.

  • What stage are you at ? Did you already make an inventory system ? If making an inventory with an array I guess you would need 3 columns for the weapons with stat 1, weapon, and stat 2 in different columns. You can display the weapon name by using all 3 columns. Or if the game is more object based you can use 3 instance variables on the weapon object and when equipped then weapon.stat1 and weapon.stat2 mean something.

  • No idea then, from the event looks like it should delete all Felipe_Solido

  • Are you trying to destroy Felipe_Anim? because you picked the wrong object to destroy if that is the case.

  • You probably won't be able to make a single function out of every outcome of a key press which is why I wouldn't use functions to begin with because what you're describing is not repeatable bits of code. I use events based on the key pressed, not detect any key pressed then pass the key pressed through a function and determine it's outcome all inside one function, seems unnecessary.

    If I press 'down' then the player falls through a platform, that's one event. In a separate event if I press down and I am in the menu then other things may happen based off menu=1, I don't need functions.

    You can also make use of groups. If you are in the menu then you can disable the player controls group for example.

    Maybe some hardcore developer has got an idea about these 'callbacks' and will respond with their input but I wouldn't use them myself.

  • How you are using the functions sounds alien to me. I see it as a repeatable set of actions. If I wanted to have different outcomes I would send through different parameters.

  • Maybe I'm misunderstanding you but you can still call functions using C3 and I don't see an issue.

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  • This looks fine assuming those events are running all the time, you didn't show the top of the event.

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  • Why that function runs few time if it is inside an event that should be generated only one time if true?

    I don’t understand this :(

    It's not, you've put the condition outside of the event on its own instead of as a sub event. Or if it's meant to be on its own then it needs a trigger once.

  • Another thing is that TurnN is supposed to add +1 at the end of each turn, independently if is point or not.

    I don’t understand why if it is point, this variable correctly increments by 1. If it is not point it seems that it add a random number (like ticks number).

    There are a few bugs around. You could do with trimming down the logic tbh. I see a problem at line 68 where this could run a lot of times so this means you are running that function every tick and maybe contributes to the variable

  • I didn't really see any problem with changing to the other player. Sometimes the arrow keys stop working when it is a player's turn this is probably to do with your activating/deactivating groups.

  • 'something stops to work' ? really that's all the info you can give us. well i see that the targeting stops working sometimes so the arrow keys are not working, if you mean this then double check the deactivating groups logic.

  • You are creating an object Text then trying to set the text on a different object txt_score