lionz's Forum Posts

  • The object has properties bar and near the bottom there is 'initially visible' which is usually ticked, you can untick this to make it invisible by default.

  • That's how it works in the one I made

  • I don't think localstorage and dictionary are interchangeable, what you've done is swapped out variables for dictionary? You didn't mention how you did it originally but dictionary would be saved as json format in localstorage as well.

  • Something like this : dropbox.com/s/aenxu10o766mgza/levers.c3p

  • There's no need to set true/false variable for each instance of the variable, surely just landing on any button and setting it to true/false is fine. I see what you've done with the button checks though and it might not work. My approach would be to have any button linked to that moving platform with the same variable number. Then you can pick all buttons that have the same number (and are set to false) as the moving platform, and compare pickedcount, if its 0 that means all buttons are true and it can move. If you are always going to use 2 buttons with a platform you can of course compare if the buttons are true and that the pickedcount is 2, but the false way adds flexibility if it is more than 2 buttons.

  • Explain the problem you had with ads on C3? My experience was fine, it was really easy.

  • Giving enemy Platform behaviour is the norm. You simulate left and right and mirror/not mirror as intended.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Nope not happening with my apps

  • Just look at the image size and image memory used in the layout. It's not advisable to use a huge background and by that I mean the source image, not the size of the sprite object. But if 5 backgrounds have the same memory usage as the 1 background then there's no difference. But I've only developed for mobile where it matters greatly for performance so maybe for PC it's not the biggest problem.

  • How are we supposed to guess?

  • Yes it's like a table or grid with cells. You add stats in columns such as item name, type etc. Then the inventory slots relate to the array in some way so it could have an ID which corresponds to each row(x) of the array. This is also useful for swapping around and removing items easily.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Not sure what you're doing here :D but I will say every tick is probably not a great idea for the timer because it will alter the number of miliseconds on different framerates so some players will be faster or slower than others that are actually taking the same amount of time, look into dt and framerate independence in the manual.

  • > I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items.

    U mean to destroy the items when inventory close and re-create all items when inventory open?? Is that better?? ^_^

    Yep