lionz's Forum Posts

  • If you make a wall so a sprite with the Solid behaviour then the grid movement should stop or not be able to move to the next space.

  • Based on what I'm seeing in the first part of that event this should be split into two events anyway if you want something to be checked indefinitely and then another thing to run once. 106-108 should be one event. 109 onwards you can move into its own event - a loop with trigger once. The top part of the event matters a lot.

  • No problem!

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  • It does start from 0 so that must be where your issue is. You should be using loopindex instead of loopindex-1, I would fix that first and see what the outcome is.

  • The top condition is technically a for each you don't need to embed another for each inside it.

  • Ok yeah it's only with the rex not with the ptero. On the event for the rex you subtract from hp but you don't with the ptero. Subtracting 50 hp means it runs the player 1 death twice and spawns 2 rex objects, it runs the function when player hp equals 0 and also on collision with the lava.

  • What you're describing I can't reproduce it always adds 5

  • Ok you are using two arrays that makes more sense. Sure share the file and say what's expected or how to easily test the item.

    Also please explain the use of loopindex-1? That's unusual. Set Animation to array.at(1,-1) would be the output. Maybe that is where the problem is.

  • There is a test mode option on behaviour on Construct side, is that enabled?

  • Construct 3 not good enough?

  • "After all the setup, every time I put an item into the crafting grid I call the crafting function. I check each x element to "array2" but nothing ever happens.

    So I don't know what I've done wrong, I can see "array2" update every time I put an item in the crafting grid. Looking at the code it looks right but obviously I messed up somewhere."

    This doesn't give any information about what you are trying to do or where it's broken. What is the Animation global variable for? Also the crafting amount you set to an X instead of an X,Y I'm not sure if that's going to be a problem.

    Looking at this function all it does it set an instance variable on the slot to another instance variable on the slot.

  • Where you said you can't simply type the layout name, you can. Put it inside quotation like this "Layout 1"

  • The actual layout name is written as a string inside ""

    So in the compare two values its LayoutName equal to "Layout 1"

  • ...and I need to spawn at different times a member of family with different "ID" - what does this mean? Not clear what you are trying to do.