lionz's Recent Forum Activity

  • Surely the info you need is at the top where it says seeing all zeroes?

  • Great! Container works for how people imagine Construct would work, that when you reference the collision box it automatically picks the visual sprite that relates to it. Container builds this link so you can pick either of the objects and then it'll know the other one. They are created together and so automatically relate in events as though they are one combined object.

  • Construct is about picking on the left and applying actions to those picked on the right. You didn't pick any BrownBox so it applies the animation to all. BrownBotBox is a different object so they don't relate. The reason it falls off screen correctly is because you picked the BrownBotBox on the left (on collision with) so it disables the collision for that one only.

    With this particular event you could add a condition 'BrownBox is overlapping BrownBotBox', this would correctly pick the one you want to set the animation.

    There is also something called a 'Container', if you put BrownBox and BrownBotBox in a container then they would relate in events, this avoids picking but it's also good to be aware of picking as described above.

  • So what I think you're saying is you have nothing so far...try using system save game it might be easier. Save and load = simple. To use local storage here you probably need an array first to store the state of each level and star rating then you can save the array as JSON. You would also need events to read from the array to show the correct image for like level unlocked and number of stars.

  • On button clicked > set animation frame to self.animationframe+1

  • This is a common issue with conflicting animations playing. On your press A and D events you can add a condition 'jump animation is not playing', this means it will not try and play the run animation when you are the in air. Or in your case because you used a variable you can instead say 'isJumping=0' as the condition.

    You also have another problem where you set idle to true when you start the jump so it will try and play idle and jump together so remove this. You should not have an idle variable, instead use 'player not moving' play idle animation.

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  • Maybe it's time to share the file?

  • You'll have to debug it then. There's loads to consider. Did the file get imported into the array correctly and before this event was run? Check the array in the debug menu. Is it failing because the variable is in a wrong format or just incorrect value? Use the Browser log action to print out some things during the event to see what it's finding in the array and if it's expected.

  • When you go for each x (row) then you are looking for a curX not a curY. CurY would be the same like 0 or undefined. So almost there, if you are iterating each row then you want array.at(array.curx,0) and array.at(array.curx,1) in those events.

  • > You are right this is missing and also from the store. Hmm kinda inspiring me to have a go and make a template available in the store.

    Humble reminder that I've created a dedicated plugin for this a while back: https://www.construct.net/en/game-assets/addons/inventory-aid-960

    Ok fair enough I couldn't find this, I think it needs a more suitable name than Inventory Aid. Good job though :)

  • The layouts reset by default. What you are looking for is the 'Persist' behavour. Add this to any objects you want to retain their position or variables and they will be the same when you go between layouts.

  • Use 'on created' condition to pick the one that was just created then apply actions and see if it works.

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lionz

Member since 5 Aug, 2013

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