lionz's Forum Posts

  • So there's no problem going against the wall, I would revert back to the original logic. Looks like the bug is because it disables the solid behaviour on the blue box but enables it again in the same tick so in this time you are counted as moving.

    Try this method instead of enable/disable solid, use the grid position of the blue box as a condition and say if on pressing left and grid position of blue is not grid position of player-1 then move or add to moves etc. Another method is to use 'can move in direction' but make sure its 5 pixels or more because of what you've done with the collision boxes.

  • Well you would do add 1 move and 1 push in the first block so it does count the move, anywhere you simulate the tile movement. I don't understand why it's adding the move against a wall because you are not moving if it's solid and you can't move into that space. Share the file.

  • What you're trying to do should work technically so I'm not sure what's gone wrong with your level. However for safety you don't need to use 'is moving trigger once', you know that when you simulate the player left/right in the other logic that this is a move so you can add to the variable there.

  • The norm would be to create an animation I guess if it moves in a unique way. But nothing wrong with using scale or something else to mimic button pressed states.

  • You use the id variable you've set up, so you search for all sprites that are Y=300 and then check the Y of sprites where id is sprite.id-1 and sprite.id+1, the ones on either side. If both of those values are 400 then true and spawn the new sprite.

  • What are you trying to accomplish here? It sounds like the cubes overlap across x because they're 80 wide but can be only 10 distance from each other, but the Y you want to build a cube 200 above but the height is only 120 so there will be gaps?

  • To change the browser you use Construct 3 with that browser and then preview.

  • You'll find there are 2 problems :

    1. You included the universal event sheet but this is not the one with the controls on, you need to also include the other event sheet main game event

    2. When you include the other event sheet the player will break because of the 'pin' action on start of layout. You need to add to this also female_main set position to player because it looks like the player box moves position but not the visual character.

  • In debug view you can select the character object to see where it is and if it's in the expected location. If that's correct then it's to do with where the camera is positioned I guess. It'll be an easy fix somewhere, if you can't work it out then share the game file.

  • The 'controls' group of events or whatever your equivalent is will need to be linked to all the layouts. My guess is your layout 2 uses a different event sheet. You can 'include' the event sheet linked to layout 1 on the event sheet for layout 2. Right-click 'include event sheet'.

  • No problem. If you still can't publish then it will be for another reason, there are notifications for each menu I believe.

  • Hiya, this error seems to baffle everyone but it's only a warning. The workaround is to ignore it or you can export as a bundle via android studio. You can still publish with that warning. Also it's not to do with Construct, just a new thing that now appears on Google side and it appears regardless of your apk size.

  • I understand the original question, I'm just referring to the idea of incrementing version number to be some kind of automated feature, that doesn't sound necessary to me.

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  • Yes, for example the knobs have values 0, 50 and 50 that change. You need to store these as another variable and then on reset you set each knob back to those values. You can keep using the current 'Value' variable when the slider changes.

  • Are people really too lazy to manually change a 1.0 to a 1.1 now?