lionz's Forum Posts

  • True holding down the button can cause an issue in that case. Try this - untick 'default controls' and set up the movement yourself, on right key pressed simulate control right etc

    For the wall bit this is because I said subtract 1 when the movement button is pressed, you can add to this that also player 'can move to' the next tile, with the condition under tile movement.

  • Created something there to give you an idea dropbox.com/s/wv5ykbsu3qj2wyw/dicetile.c3p

  • You are looking for the 'Persist' behaviour. Add that to the object and it remains destroyed when you transition.

  • The answer to both questions is because you're using tile movement behaviour so the player moves on a grid of 32x32 and nothing in between. The first move is the player trying to get back to its grid position.

  • Creating the AI is always going to be difficult. I don't think line of sight is a factor because you'll want the enemy to always run at you in smash bros type game. It'll be a lot of conditions and simulate control on the platform behaviour. If overlapping then perform ability action and such, or various state conditions with priority set such as choosing to pick up items instead of attacking. They may choose to prioritise jumping on the higher platform so simulate jump until they reach it. Or there may be priority on jumping towards the enemy, or if they are out of bounds priority on trying to jump back into the level.

  • You can store the x,y co-ords in a global variable, then say object 'on destroyed' wait 4 seconds and create object at stored co-ords. If there are many objects then maybe setting invisible then visible on a timer would be more useful.

  • Ok you can do straight from C3 to the phone, no need for android studio. Look here construct.net/en/tutorials/building-a-signed-apk-for-android-in-construct-3-28

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  • Shouldn't the bottom event send the item back to their assigned slot not a random slot? Otherwise what's the point in assigning the item's ID to the inventory slot?

    Also what I mentioned above will not fix all the bugs but it will at least get the function to work. If the function doesn't work then it doesn't set a slot to occupied which is part of your logic.

    You could also share the file and I can fix it, just tell me what the problem is.

  • It's because you're using system to pick, which won't pick instances. Instead use item overlapping inv slot like you did in the second event... get into the habit of using the object and not system. Try changing that and then testing it with a slot that is not occupied to see if it's fixed.

  • Kill you with an animation?

  • Do you need android studio? You can go file export > cordova > xcode I guess. But I prefer to let Construct do everything.

  • Hi, the screenshot is in the post above yours? If you are looking for something different though I would make a new post.

  • That game looks like 8-direction with weapon aim following mouse cursor, the camera is on the player, in Construct it's called Scroll To behaviour.

  • Not in the way you're describing but arrays are simple so you should use an array.

  • Since your events to add values to the array are running every tick then it may look like what's displayed. Check the array in debug view to see the values in it. You should fix your events though so you are not adding to the array constantly, maybe those status conditions are meant to be sub events of the tap?