lionz's Forum Posts

  • That file doesn't open. What you describe is fine but I'm wondering more about the method you said wasn't working, I don't see how it would be any different. With timer behaviour it counts down (1) and then you would say on timer : do something (2).

  • You should pick with the coin, change the overlap event to 'coin on collision with player'.

  • The global variables will not retain the value when you close the app, my point is that you only need to grab the values from local storage one time because you set them to a global variable while the app is running. You want to minimize the chance for bugs happening, load from local storage one time in a session not every time you change layout.

  • Is it resetting though? You didn't answer the question about what you're seeing to know it resets. In the records layout which I assume is the second screenshot you can just use the global variables there is no need to look again into local storage and also I think that would fix the issue.

  • You could delete the column/recipe so it can't be picked again. You can use 2 arrays I guess, one that stores the original data and one that you use to pick from that gets chopped down.

    There's also something called a permutation table under AdvancedRandom plugin where it creates a set of numbers in a random order, where it would generate from 0 to array.height(number of columns). You would select advancedrandom.permutationtable(0) for the first recipe and then (1) and so on.

    If you mean that you want ingredients to come out one at a time then you could have the column/recipe and run through each row, or if you mean randomly pick one at a time then you can create permutation as mentioned above for number of rows/ingredients.

  • Can I get you to try my game a see if it works on your computer?

    '0 Newbie' should change the further you get. Thanks mate :-)

    You'll have to explain the game a bit more, the game always shows 0 newbie even if you are in a single session so that's nothing to do with saving it's just broken in your events.

  • You mean your game on itch? I tried it yes it's not saving or loading.

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  • Should be automatic and just work. I've never had any problems with it on itch.

  • What else have you hidden in that condition because there's a sub part to it

  • Add a trigger once to the logic where you compare if player X is now greater or less than enemy X.

  • I'm not sure if this logic would even work, the itemvalue comes from a 'get' which you never use. Sure you are checking if the items exist in local storage but the problem might come when you set the global variable to itemvalue, the itemvalue could be 0. I assume you are seeing 0 if you say it resets. Also I don't think it's normal to be checking and setting it in two different places, why do this with duplicate logic?

  • Yeah for some reason people get scared of arrays but they are very simple and useful. If you try and make events in a blind trial and error kind of way it won't work, better you understand what the events are doing. If you understand the event we discussed here then you are on your way.

  • Look at what you have in the action already, X=1, Y=1. Change Y to loopindex, keep X as 1. Change the value field to array.at(0, loopindex) instead of array.at(0, loopindex-1). When I write set at xy (1, loopindex) I mean x is 1 and y is loopindex.

  • Ya but what about my example? Yours is set at xy (1,1) to array.at(0, loopindex-1). Instead use what I mentioned above set at xy (1, loopindex) to array.at(0, loopindex)

  • I understood the video, just sayin it could be your events (more likely) and not a bug with Construct. Solid is related to line of sight obstacles and we can't see every event.