lionz's Forum Posts

  • The other data is at a different Y. So using what you have now, array.at(weapon,0) is the weapon name. array.at(weapon,1) is the next column of data.

  • In a way it doesn't matter because if you don't use the object in a particular layout then it's fine. It comes down to making the code more efficient if you can use variables instead of a lot of redundant objects.

  • If the location is random I'm not sure why imagepoints would be useful? If you are saying they are not random but you are adding in lots of possible locations then I'm not sure creating a lot of imagepoints would be useful either. I don't see an issue with using the choose method that you already had?

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  • I'll just explain it here :

    Add a global string variable and set it to tilemap.tilesJSON

    The variable is then the positional data for the tilemap.

    Then later on for tilemap you can use the action 'load' and use the variable

    You can also use the download action to make an external file of the tilesJSON information if that's useful for the game

  • You don't need to call it by name in that way (also not sure if possible). You would do on start of layout, set a local variable to choose(1,2,3,4) and then sub events : if var=1, call func1, if var=2, call func2 etc

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  • You save tilemap tile layout in a json format, then load it again later.

  • That looks fine to me

  • 'On start of layout' checks the connection status once on start of layout. Are you returning to the start of layout after severing the connection? If not, then the variable won't change. You can also use 'went offline' to check this but you need to be checking it constantly not 'on start of layout'. You're talking about a connection drop during gameplay right?

  • Do you mean your variable won't change instantly? Because it won't if you've set it to check that 'on start of layout'.

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