lionz's Forum Posts

  • So it's a guessing game? Level 2 probably has fewer layers so the player moves to a lower layer and is behind objects. The extra objects are either because you added them in the level 2 layout (you shouldn't if objects are global as they continue through), or you have logic that creates the player and crosshairs 'on start of layout' which you also don't need if the objects are global.

  • I'm confused myself. You're supposed to place it in the level. When you do this it is an instance of the same object so the same tilemap. Then you can draw on it with the same tileset as before. At the moment you're just clicking on it on the right side? It doesn't show up by clicking on it, you have to place it in the level. When you place the tilemap in level 1 you are creating instance 1, when you place the tilemap in level 2 you are creating instance 2, of the same object. You can draw on them separately in each layout. You don't for example need to create a second tilemap object.

  • The second image doesn't seem to show a tilemap placed in the layout or selected. Usually if you do that in another layout it has the same tileset image loaded with it because it's the same object.

  • When you say you want to reuse the same tilemap what precisely do you mean?

  • Ya I tell you above, instead of random use 'choose'. This is what you are looking for to choose between the 2 options yes? Replace random with choose.

  • Which tutorial? choose(a,b) allows you to pick between 2 things. Add this where you set the variable to right.

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  • Show me a screenshot of your event with the direction variable and I can help.

  • Nice, good luck! I always follow and purchase Construct-made Steam games.

  • set variable to choose("left","right")

  • Not every tick. On enemy died : set local variable and then use sub events to decide outcome

  • There is an if doesnt exist - 'item is missing'

  • To what platform? There is

  • Nice, good luck with them :)

  • set a local variable to random(1,100) then use logic to split the outcomes, if less than 70 do A, if between 70 and 90 do b, if greater than 90 do C.

  • So I mean add a condition, which appear on the left (press C), to the on collision event. The condition should be critter opacity=100. This means when the bullet collides that the critter object opacity must be 100 for it to do the actions i.e. it is not fading. So you can only hit it one time with that condition.