lionz's Forum Posts

  • Did you already make the main inventory? Which bit are you having trouble with in particular? If you mean that you have none of the above then there's a lot to do here.

  • Probably something like 'for each button, creature is overlapping button' > set button.variable to creature.pickedcount might work.

  • You are pushing to the top of the array, is that intentional? Usually you would push to the back of an array tbh. The animation logic doesn't relate to the array and the item objects themselves don't relate to the array. Better if you give the items a variable int that is their position X in the array so you can relate. Then the items that are created will have a co-ord position and you can use the animation name that you added to the array, something like set animation to array.at(self.var,0)

  • Great :)

  • Deleting the X should delete the entire row so all the data. On second thoughts it may not find the other column data using indexof so maybe don't use that and use the loop that you had, then for the action delete 'array.curx' for the row.

  • You've used IID in the action which is different to the UID. Also you don't really need the loop if the outcome is to delete the row containing the UID, you can add the action to the '=dead' condition and if it finds the value it will delete the row.

  • If you duplicate the block for another colour I think it should work yes. The logging is not required, this is for testing purposes and debugging. With that I could see in console when colours were assigned and when it ran the function.

  • I would first have a splash instance in the layout so you can adjust the size and make sure it spawns at the correct size. If it spawns a little too low when you hit the water try system create object at player.x,player.y-value where value moves it a bit higher.

  • Seems like spawning it at player.x,player.y would be fine if you are falling into water.

  • It chooses a colour then checks if the limit was reached for that colour, if not then it assigns that colour. If it hit the limit then it runs the function again, it'll keep running the function until it chooses a colour that hasn't hit the limit. The block at the top where it sets variable to 99 stops the function from looping forever when you create more orb objects than the limit so at that point it will just keep creating the grey default ones, for example in a scenario where you said no more than 3 can appear which would be 12 orbs and you decide to spawn 16 orbs, the last 4 will be grey.

  • I'll let someone else look at it, maybe post it again with better information. You buy 10x then it says level 1, if you buy 1x 10 times then the level increases and the cost changes. No idea what the design is here.

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  • Didn't notice anything bad in that example layout. Make the full game and then you can test it :D

  • Nice it's looking good. Holding both keys down you could account for that by making an event if both left and right are down, but I think the player not moving when both keys are down is normal. The enemies look mostly fine, I did notice you have waits on the movement, this can cause problems sometimes so they won't change direction instantly etc.

  • Can upload to something like dropbox or google drive and provide a share link

  • This would be my approach to it, though there are probably many ways to do it :

    dropbox.com/s/vuvyzca319jct0l/ArcadeStacker_edited.c3p