lionz's Forum Posts

  • You could try using combination of pick nearest and compare Y, so if I am standing very close to B7 and select D1, if I say pick nearest and (because D1 Y is less than player.Y) pick node where Y is less than player.Y it will go to B8 and not B7.

    edit : ooo yes the above makes sense, I don't know how you were doing paths already but listing all nodes in an array and go to each one sounds interesting.

  • The one closest to the player on the way ?

  • On the orange dot object there is a condition 'pick nearest' you can use this and pick nearest to player position.

  • You are correct that changing browser would be different data

  • I gave you the quick option, it's a save game using system save/load.

  • I achieved this with a value saved to local storage (check manual). When you launch the app you check if a certain key exists in local storage, if not then this assumes the player has not saved before and you give them the new game flow. If the key exists then this means they have a save game and you present the slots as needed. To set the key you set it in local storage the first time a user saves.

  • You are creating them on layer 2 which set to invisible in layer properties

  • Thanks, it's a bug, I'll report it.

    Do you also know why my little purple square (sprite3) doesn't appear when the path is found? it should in order to create images at the position of the path search nodes.

    Ya sorry I didn't mean it is a bug I meant add some rotation to it. The purple sprite works for me if you start the loop from 0 because there is only one node.

  • Seems it doesn't like that you removed its ability to rotate

  • I think you are looking for save and load game under system. I can't think of a reason to save an instance variable on specific instance and it doesn't seem possible.

  • If you mean saving in the sense when the user quits the game and reopens it then system save/load is good enough or look up how to make savegames in the manual. If you mean saving in the sense of storing variables during the game session and going between layouts then I would use global variables.

  • You need to spawn the bullet with the condition 'on shoot'

  • Ok there is a way to do it, assuming the same as the video you have Object and the new object is called ObjectReflection, you can say for each 'family' : create object by name Family.ObjectTypeName&"Reflection". The only problem is you cannot really then pick the created object to flip and set it the image point so this gets convoluted, you could possibly try 'Reflection' family on created (yes another family for reflections), flip and pick nearest 'Objects Family' (the original one) set position to its imagepoint, or overlapping condition may work too if when you created the reflection at family.x/y

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  • If score is working as expected for CPU then you replace CPU with 'racers' family which includes CPU and Player. For position it looks like you already have the logic for each CPU ordered by score, so here you replace with 'racers' family again. In that loop though you should use a counter variable to set the positions, adding 1 to it in the loop, so this means the 'racer' with highest score become pos 1, second highest score is pos 2 etc. All the variables look important so score and position would move to family var as well as CurrentLap, NextCheckpoint etc

  • Ok based on the above it is working but I should've specified I was trying to load with events, AJAX and Load, rather than manually in the editor.

    So I guess this resolves it. I can manually load tmx using what was mentioned above and then use TilesJson in runtime to access what I need, thanks!