lionz's Recent Forum Activity

  • Hmm then I guess you save each dictionary item into local storage under a key and load it at start of game. Rather than have separate ones you might be able to use an array to pull values from cells which can be saved as one item in json format.

  • Depends what the mix up is, but since you previously used local storage to save/load values into variables then using save game should be more simpler now as it saves all variables in one go. Are the default values wrong?

  • You can use 'save' action, check this out construct.net/en/tutorials/savegames-11

  • Am I missing something or you made the third level impossible ?

  • I use layer locking like you mentioned and selecting in the objects bar you can see where it is.

  • Is because you have several instances that match the condition where id=3 and some have no audio assigned so it picks the blank instance. Make sure that only one of the text objects is true for the id, I can see several where id=3 it is likely the same for id=4 and 7.

  • Also I don't think you need a for loop, do the actions at the very top work or are they also broken ? I think you just need for each F_Store, and add the picking condition as I mentioned and should be ok.

  • From what I can see you've placed the text boxes over the store panels but in terms of code they don't relate to each other. At the moment it looks like because the text doesn't relate to any F_Store it will change all the texts each iteration of the loop and thats why it sets the final value to all.

    When you set text it has to pull the data from the related F_Store object, so this is done with conditions. It could be 'text overlapping F_Store' then it knows which one to choose, or you could set a family instance var on the F_Store object and the text object for IDs which match and then pick in that way where text.ID = F_Store.ID.

  • And those problems are? Please add as much as info as possible when requesting help.

  • Yes should be if logCQ greater than 0 -> set animation to "Load "&logCQ

    Remember the space after load so the name is an exact match.

  • Is it definitely playing attack when you're in the air ? There could be interference from jump or run animation. I would replace collision with 'is overlapping' so it is checking more often.

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  • You probably don't want to spawn a bullet every tick, instead on the left conditions add an 'every X seconds' condition so you can create a firing rate.

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lionz

Member since 5 Aug, 2013

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