lionz's Forum Posts

  • You should only be using global variables, one for each layout. In the introductory layout you can set text to globalvar1+globalvar2 from the other layouts.

  • What the other guy described above then seems like a part of the fix. You need a variable set from 0 to 1. Then you can have an event - boss on created, if var = 1, destroy. If you recreate that initial boss there's no way to know you destroyed it already unless you set another variable.

  • Making a metroidvania in one layout? Feels like a bad practice

  • The collision of the jump thru platform wouldn't change so it must be the player animation. Check what animations are playing and look at the collision box around the player. The roll jump probably has no collision box so you sink into the platform.

  • What you are describing above is the Persist behaviour. When you create the boss object, give it the Persist behaviour then it will remain destroyed after you destroy it.

  • I made an instance variable to the text.

    then in the event sheet at layout startup i set the text to the instance variable which i made global

    Why?

  • If it's that different then clone the object and call it the boss, easy fix.

  • Looks to me like the jump isn't high enough even with the second jump and roll animation it doesn't reach the height of that platform so the player is stuck inside it.

  • There could be many reasons it's not working. I would start by checking the global variables in debug preview and verify they are as expected.

  • I feel like this would've been faster to check it yourself instead of post? The action actually runs straight away when it's triggered and then every 8 seconds after that.

  • You'll have to share the project so I can see how you've made the inventory.

  • The easier thing to do is add more global variables if you have different weapons. pistolAmmo, shotgunAmmo etc. You can have another variable for 'currently equipped weapon' where 0 is pistol and 1 is shotgun. You subtract from ammo depending on the equipped weapon.

    When you use instance variables like that all you're doing is moving what could be a global variable into a more difficult way of doing the same thing because now you have to pick instances.

    You could think about using instances and variables if your items and ammo are being stored in an inventory array, then they could relate easier but I think you're not using an array.

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  • If you said to group all effect based actions into a group called 'effects' then I would've agreed and that makes more sense to me. To further sub categorise what is in front of you under layers seems a bit unnecessary.

  • If you use 'system save' then it will save the game and you can load it next time. However if user deletes their local browser data then it will wipe the save game, or of course if they use a different computer they won't have it.

  • Yes exactly that except you had two bugs at the same time because the tiny range was not working on the snake anyway. If in doubt check in debug preview, you can select the actual objects and check their position, you will see the text object on the UI layer and static off screen.