lionz's Forum Posts

  • Looks like you're trying to pick out the player who collides then later on the player who is being collided with, that's not going to work. You'll have to rework that logic a bit and determine which one of the family members you are picking.

  • You would use a global variable to track the number collected, but also you would need 'Persist' behaviour to keep the ones you collected as destroyed when you restart the layout.

  • Because in each level you create the player again and he begins with default state and what I assume is instance variable lives. You can use global variable instead for lives which retains its value throughout, this is good for player stats.

  • Yeah that is correct but you also need to update the actions where you subtract food. You need to replace all use of the instance variable with the global variable.

  • If you add the 'scroll to' behaviour to the player then you will see the layers behind scrolling left to right etc

  • Replace it with system > compare global variable, with the same info. You can add it somewhere else first and drag it under it then delete the old one. Or press C, add it as a condition and delete the old one after.

  • You didn't need to delete the instance variable though...revert those changes if you can so you return to your normal events. Replace the instance variable food with the global variable in events as you go.

  • No you just need them somewhere in the project and it's fine. You replaced the instance variable on player with the global so it should be working now?

  • Probably better not to use persist behaviour on the player, although you can make him global in properties. Easiest way though is to make the hp a global variable, you can change it and it keeps its state between layouts!

  • Instance variable will reset when instance is created on start of layout. You can make it 'Persist'. Or you can use a global variable for HP which is usual and remains the same across layouts.

  • If it's in the current layout you should also restart layout.

  • use the platform set disabled action

  • It's because you're using move to direct which doesn't take into account any solids. You should continue using pathfinding and find a path to the player, not move to. Although there is a pathfinding action under move to which might work but I've never tried it, it's fairly new.

  • In your original post you said the problem was seeing them with LOS through solid objects. You said the walking around them (pathfinding behaviour) is working as expected, I don't see why this would change now. If the pathfinding behaviour has obstacles set to solid then it will set a path around those obstacles.

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  • Not sure what you mean, an object cannot be custom. The obstacles mentioned should be solid. I said to set the line of sight behaviour to detect custom obstacles instead of solids, this removes the solids as obstacles and the enemy can then see through them.