lionz's Forum Posts

  • Spawning on layer 0 which is the bottom layer. Might be behind another object.

  • Ah of course! Thanks for the help <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Hello!

    Thought I would update my problem here. I have come across an issue that I'm struggling to resolve.

    Upon pressing a switch, an obstacle tile moves well out of the way.

    Upon releasing a switch, an obstacle tile moves back to its original spot.

    If I select a spot as destination and start pathfinding, upon releasing the switch that I'm pressing, the obstacle returns to its original spot but the player will walk through it. I've not been able to solve this with regenerate obstacle map. Has anyone come across an issue like this or does anyone have a quick way of solving it?

    If it's not entirely clear what I want is for the player to detect that the obstacle tile has returned to its original spot and therefore block the player as he moves into it.

    Thanks!

  • How have you been saving? Isn't it just Clear Local Storage/ Clear Session Storage?

  • Got it, you have to Regenerate Obstacle Map when obstacles move. Doh!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Has anyone else had this problem before, is it a known bug? I have water tiles set as obstacles and when I move them or destroy them on the press of a switch, the player cannot pathfind around or through where the tiles used to be. It's as if they are still there whether moved or destroyed.

  • The layout doesn't have to be on screen and visible to enable things on it. You can run functions on the secret area to enable it while the main layout is on screen if you want.

  • If you need any more minor edits help I would take this to PM with me, thanks.

  • sgn15

    Basic 3 gets stuck because you have On animation "Basic 2" finished instead of Basic 3

  • A grid might be too complex but you are more than welcome to try and create a grid idea using arrays or something similar. For this kind of functionality though I would have slots and when a sprite object is dropped and touching a slot it is moved to match the exact position of the slot so it is locked in place. Other logic depends on what you want to happen when the player drops on an incorrect slot etc.

  • There is a preset drag and drop behaviour you can use. Consult the manual here <img src="smileys/smiley1.gif" border="0" align="middle">

  • On the movement events, add a condition 'if not in animation Combo' etc

    I don't add sgn15 because OP is meant to receive notifications regardless.

  • La natation est tres difficile pour moi

  • Then probably say that instead of a cryptic message with the header 'C2 issue'. This doesn't look like a C2 issue.

  • lock_yellow doesn't have any boolean instance variables