lionz's Recent Forum Activity

  • It means the objects are set to global or that they are on a global layer

  • In the image editor make sure the collision box is a box shape, probably the collision has a custom shape from when you imported the animations but it should be a box. Also check the collision box on the environment object.

  • As far as I know there should be no effect on performance with stretching the tiled background out across the layout.

  • If you use Shuffle then this should be easy, just start from the first row and work your way down. If it's a more permanent kind of storage you are looking for like if a player is collecting things then you can use two arrays, delete from the first one and move to the second one.

  • Sounds like a crash ? You could maybe enter a bug here github.com/Scirra/Construct-bugs/issues

  • Think of it like an excel spreadsheet, your items are stored as a list of rows with each column having the different stats per item. When you search for 'Armor' you are locating a cell that has 'Armor', once found you are at an x,y. To find the other stats for that item you use that row (current X) and adjust the current Y to go to each column across the row.

  • Where you have curY it should be curX for the row.

  • Right ok thanks makes sense it is in the description just not in the game yet. I would add the tutorial in the game asap since you can't progress without it and seems to be a main feature. Also since you always need to use this jump I think it's a little fiddly on the other button maybe you can use S for this.

  • You have set up the saved items but you will also need to create the logic for spawning, which means checking and using the array, so do post here again if you have any trouble with that.

  • That looks right. Btw just in case you are just trying to create a save game here there is a simple option of system 'save'.

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  • push back inserts a new row at the bottom of the array, which is what you need here, but it doesn't set all the values, instead you would see armor.x,armor.x,armor.x. So to set the Y and Z in columns 1 and 2, they are using set at X,Y.

    self.width is the number of rows and since the rows likely start at 0 index it needs to be self.width-1, basically self.width-1 is the number of the bottom row, the one you just added.

    So the logic above is saying - insert a new row (push back a value) which sets (new row,0) to armor.x, then set (new row,1) to Y and (new row,2) to Z.

  • Maybe it's just me but the wall jumping seems to be off, I can't get past the second jump

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lionz

Member since 5 Aug, 2013

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