lionz's Forum Posts

  • 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

  • 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!

  • Anyone familiar with importing from Tiled ? It doesn't seem to like TMX or even the TMJ 'JSON' export format when imported, as though it cannot read it. When I download custom TilesJSON from within Construct and load it in this is of course working as it's in the expected format but with these exports from Tiled they are just ignored.

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  • As well as make it invisible you'll need to make collisions disabled, this is another action on the object in the same way.

  • Why is the animation upside down?

  • I would remove the bullet behaviour, instead add platform behaviour. When you click you use simulate control left or right to walk. Add appropriate collision to the stairs.

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  • Get rid of the bottom two events. When you create the banner and it's show:true it should just appear. For the interstitial add a trigger once and if it never shows then check the variable.