lionz's Forum Posts

  • Persist is a different thing to a save game. Persist is saying that during the game the chest will keep the same state between layouts rather than refresh its state and variables. When you start a new game it is new data unless you are loading and saving. You can use system save to save the state of the game that includes the objects with persist at that point, and then when you launch the game load the system save.

    construct.net/en/tutorials/how-to-make-savegames-313

  • Dam they look well worth the $100, good stuff :) What does 'Mobile Sleep' do? Maybe that resolves some problem OP is having.

  • Is that screenshot of the spawn marker during gameplay or in the layout? Make it visible and see if its moved?

  • Compare the origin imagepoint(0) of the marker and the player, one of them is likely not in the centre.

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  • Yeah that will be Push Notifications usually based on something ready in the app or a 24 hour delay. I've used Urban Airship before where you can send Push to users whenever you want.

    ooo you have plugins to do this that's nice, there is some hope then for people who keep asking this question ^^

  • Hmm you still have the variable as a number. If it is one message per computer then you can just have A pressed, computer is active, set text to computer.message (where message variable is "c'est vide" for example, not a number). Or are you saying a computer will use multiple messages? Are you trying to do something where it shows the message once then says a different message after that?

  • If it is basic one message per object then the easiest way is to set the object instance variable (computer.variable) to the text to be displayed. Then when you collide you can say set text to ""&computer.variable.

  • This gets asked a lot and unfortunately you can't do it. It's possible to do something with variables/time to compare how long has passed since you closed it but other than that it will just be suspended.

  • Remains where for 3 seconds, overlapping the object?

  • Add button : set unfocused to the click button event.

  • You can do it with 2 global variables for up and down movement that start at 0

    Then you number the locks across with matching var1 and var 2 instance variables as if it was a grid, so top left is 0,0. The second one across the top row would be 0,1 etc.

    Then you have logic, on right pressed, add 1 to var1. On left pressed, subtract 1 from var1. On down pressed add 1 to var2, on up pressed add 1 to var2.

    Then you need the final bit of logic set hand position to lock where lock.var1=var1 AND lock.var2=var2

  • Looks like on the normal shooting you were setting the bullet to the position of the gun and firing. If you want to fire more bullets you have to create them with the create action, or you can use gun spawn bullet at image point 1.

  • It's because you cannot set a boolean to a value, it's either true or false, those are the 2 options you have.

  • The food=0 event is a little messy and it won't be picking the things you want. I would try having an event on enemy created, enemy spawns food detector. That will create a detector at each enemy.

  • You kind of answered your own queries there near the end, families are good for minimizing redundant code in some scenarios like when you have the bullets hitting all 'enemies' as one family, but sometimes they are not useful for picking. If you create a family it will create a random object not one of each, you'll need to do something outside of the families such as set a variable to a random number and each number corresponds with spawning an individual enemy object type.

    I'm not sure about the detector logic, are you saying enemies detect all other enemies but not themselves? You could do something where each enemy(family) has an ID, it's an instance variable set when they are created, assign it to the detector they have and say that the detector detects all enemies besides the one that matches its instance variable ID.