lionz's Recent Forum Activity

  • Using System : compare two values, it is

    LeftInBox=5 | LeftInBox=12 | LeftInBox=15 | LeftInBox=22 | LeftInBox=25

    is equal to

    1

  • Merry Christmas

  • From what I can see, yes. Construct team has yet to weigh in on whether it's as designed. It makes a little sense because when you load a game and you are in a different layout it is like changing layout. It is better to combine trigger once with something else. If you want to trigger it once on start of layout then you have the condition there for start of layout (this will not trigger when the game is loaded).

  • I don't think trigger events are affected, it seems to be single trigger once conditions which to be honest I think are bad practice anyway, there are better conditions to use than a trigger once on its own.

  • How much of this have you achieved? If you have an enemy moving towards the player with platform behaviour for example, when the enemy collides you can simulate control left or right depending on if the enemy's X is greater or less than the player (they are on the left or right of the player).

  • Something similar was reported here construct.net/en/forum/construct-3/how-do-i-8/trigger-once-state-not-saved-174049

    Seems that if you load a game it will run through trigger once events again. It doesn't remember that they were once triggered before the save occurred.

  • What problem are you having? You said it shows okay but then it doesn't? You need to update the text in the text object each time.

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  • Set Text to global variable ammo every time you shoot. Did you just set it once on start of layout?

  • The player needs to move faster than the platforms or probably there will be an illusion that the player is stuck because you can never catch up with it.

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  • Is it impacting performance though? I've never had a problem with using 'too many' global variables. I think if you have thousands of events you might start to see something. Running through an array every tick sounds worse, like it could be more of a performance drain.

  • You can create an invisible border of sprites around the platform that have Solid behaviour and enable them when the player is on board, disable when it reaches the destination.

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lionz

Member since 5 Aug, 2013

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