lionz's Forum Posts

  • I assume you mean match text and box that have the same IDs, I've done it here dropbox.com/s/9tlwxgzbcnhizha/boxtext.c3p

  • Nice one, it does have that Virtua Cop vibe.

  • There is a condition on the sprite object 'is on screen', then on actions you can set a variable to object.pickedcount which will be the number on screen. You should be able to do something with that data.

  • On the event left block press C and add System > Trigger once

  • If you press a key to reload then that is a trigger once condition so you could play the audio there, or else you can add 'trigger once' condition to an event.

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  • Are you saying the issue is fixed? If so, great!

  • Could be a few things. What comes to mind is the event sheet not linked to the layout so it's not reading the events. It could also be adding to a different instance if you have more than one. Lastly could be other events conflicting somehow and setting it back to 0.

  • > If that is happening I would move the AJAX request to a 'local storage save is missing' condition, not 'on start of layout'. So the flow is only to check if your save exists, if it doesn't then load those default values and if it does then load the save data.

    You, my friend, are a godsend. This worked perfectly! It's always the littlest of things give you the biggest hiccups, I swear. Thanks Lionz!! After hours spent finagling my local storage issues, you made my day!

    Nice, that's good :) It was a challenge to work it out from just the screenshot.

  • Ok so the problem is it's trying to play idle and walk at the same time. You'll have to add conditions to your idle animation that certain keys are not down.

  • And do you have an idle animation when the character is not moving?

  • If that is happening I would move the AJAX request to a 'local storage save is missing' condition, not 'on start of layout'. So the flow is only to check if your save exists, if it doesn't then load those default values and if it does then load the save data.

  • Do you have it set to play walk on 'is moving' because the player isn't moving. If it's set only on key press, do you have another animation set to play when you press up and down, like jump or crouch?

  • If it was a single word I would probably approach it by grabbing a position in the text using tokenat(text,var,"") where var is a random number between 0 and text.length. Then I would check that this value is not already a * and change it to *, else run the check again. With several words, I guess you expand this into first checking if value at position is equal to "" (a gap) and if so then run the check again. There might be a simpler way to run through it randomly but that would be my approach.

    edit : just noticed your example wasn't randomly filling in but in order so you would add 1 to var every 5 seconds, and set at tokenat(text,var,"") to *. Then when you come across a gap you could set to * if that's relevant to the design of the game, or skip it.

  • You already made the logic to spawn the platforms? You could assign a random number to each one and if it is a certain value then spawn an enemy.

  • Looks like the screenshots are from two different event sheets which is concerning. Depends on the order of events, can't tell from these screenshots. From what I can see loading that AJAX request doesn't depend on if you already have save data so it would always run it. My best guess is that you could be loading correctly from local storage then overwriting with the AJAX request.