lionz's Forum Posts

  • You could set a variable to floor(random(64)), this generates a number from 0-63. Then you can say if=0 then action the event.

  • Bring the set found and add 1 actions to the top block that has the loop along with the 'whichitem=' condition and also add a system action 'stop loop', and delete the second block below.

    On the third block remove type=item.itemtype condition.

    There could still be a bug but let's see. I need Construct purchase to assist properly but I'm buying it soon.

  • You could have a family bool like isPlayer and then apply all logic to those with isPlayer=true to group player logic.

  • On the item check you can just say for each slot if whichitem=type then set found to true, stop loop(system action), so that stops at the correct item slot so then you can just use action add 1 also which would be the correct slot, this gets rid of the other following events.

    For the following bit where you are about to call add to inventory you don't need all the duplicate events, just one of them blocks and it sends through the type anyway, so that would be basically on 'not found' condition - > create slot, add to inventory with type etc

    And for add to inventory function again you just need single block for those actions not the duplicated ones, the only difference is the frame, instead you could use different animations on 'Item' object for each item and use set animation to 'type', alternatively create separate objects for each item and then create object by name 'type'

  • You would use the health variable on the two player objects. It is the same inherited variable. So instead of set family.health it is player1.health and player2.health. When you don't want to target all things in a family you just pick the single objects.

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  • The art looks good ? but the music...

    Also why are the aircraft in the background moving back and forth

  • With an array :) search the forums there are plenty of answers for making inventories.

  • All I can think of is if you made them global with a global layer and the layer doesn't exist in the second layout then they would get destroyed. For more help you'd need to share the project.

  • What were the changes ? Better if you come back and mention what was changed to fix it. Have you cleared cache on PC and tried it ? If it still works on PC after this like it is not using old data, then it might be just because the mobile device is slower and the arrays haven't loaded yet.

  • First thing to do is to debug this and see if it is actually picking the item. If you set something obscure on the 'pick last created item' you can see if it picked it. If it doesn't apply then it is because you are creating + picking in the same event, this doesn't always work in Construct and you have to wait til the next tick, so if this is the issue you can resolve by adding a small wait then pick last created item later or in a separate function.

  • I've not really touched the update side of things but the save system should be fairly simple - save to "slot", load game from "slot". Can you share the events you used ?

  • It would be difficult to write this all out to someone brand new to Construct. You could try to make the whole map tbh it shouldn't be so bad and if you use a tilemap even better.

  • True this does look broken

  • So what happened ? I can't really help as that logic looks ok.

  • So that didn't work? Do you have more info?