lionz's Forum Posts

  • 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.

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  • 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.

  • is what I want to know. I need to make a character like that but I don't know how

    If you mean make what you posted that's a sprite animation. An artist would draw an animation in frames and export it.

  • The array works like a table of properties, so weapon 1 is on row 1, weapon 2 is on row 2 etc, that's how they relate to the weapon global variable in the event. Each column is different properties so 1st column could be name, 2nd column damage etc

    Then for the one event that assigns all is like an equip weapon function - using my example above, set weapon name to array.at(var,0) and set weapon damage to array.at(var,1) with the variable var giving the row/weapon

    You could attempt this with a few weapon examples. Create an array file in the side bar. On start of layout Load array file into the array. That fills the array with the table of data. When you see it working with a few then all you need to do is add more weapons to the file.

  • And that behaviour is?

  • Because of the way Construct works it runs the first event then when it gets to the second event the animation opening condition is true so it also runs the second event. Way to fix it is to use a sub-event (press S) and indent the conditions using an Else, so it reads animation On is playing ELSE animation Opening is playing.

  • The conditions need to be attached in the same block, look how they are separate in the screenshot. Enemycounter < 1 should be next to the condition below it in the same block. Not sure about the question, what did you mean by the other replaces him ?

  • The choices you have are to add more animations to the same object, or to create more objects. I would prefer to create more objects.

  • Set a variable to a random number and than have events for each weapon is the way. You could put all weapon data into an array I suppose so you can use one event for all weapons, depends on the data required.

  • There is a system condition 'is between values'

  • Since you tagged this as export I guess you are concerned about export, no you don't need anything additional to what C3 provides. You will need to know how to do it though, there should be enough info in the manual, forum or tutorials that covers things like exporting, mobile ads, in-app purchases etc

  • Create an imagepoint where you want him to be positioned then use 'pin to imagepoint' at that imagepoint.