lionz's Forum Posts

  • You can use the system save game to slot event that will store an image of the game and the state it's in at the point of saving including the state of the destroyed objects. I don't see what your problem is with using local storage though, if you are already using it.

  • You're not supposed to, the cell border should really be the same throughout the game for all objects .

  • If you move the 'for each' above the Player condition you'll find it is working.

  • Use the cell border property. It's all here https://www.scirra.com/manual/154/pathfinding

  • To pick in this scenario you need to add a system 'For Each' House condition, otherwise the picked House is always the first instance. What it's doing is moving you in front of the first instance of House every time, even if you are positioned over a different House and won't see it.

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  • This is why I rarely make example capx for people because it's better to do and understand what is going on. Assuming that in this game you know where you are going to appear on each layout, you set up buddy portals. So Foyer portal that leads to Foyer A has the same curPortal ID. When you collide with Foyer portal where ID=2, you spawn in Foyer A at portal where ID=2. In terms of the exact positioning of the player then yes you could do what you were doing with the direction variable. If it's a door where the player appears on the right, you set the portal up with variable that positions the player at portal.x+25. If it's a door where you appear below then you set it up with the variable that positions player at portal.y+25.

  • Yeah I checked the simple one before I posted. The simple game ensures that there is always a portal on screen that is equal to curPortal. Your game does not. You are setting curPortal to either 2, -2, 1 or -1. Maybe you are trying to add and subtract from curPortal instead of setting it? I dunno, but the point is your game looks more like a buddy system. You can only set the position of the player if a portal ID = curPortal. So in Foyer A it is looking for a portal where the Id = curPortal, however curPortal is 2, and the ID of the only portal in the level is 4. The simple game does not have these declarations for setting curPortal to one of 4 values so it's really about what you were trying to achieve with those events.

  • There is nothing in Foyer A or Foyer B that matches the ID so it doesn't really set a position for the player. When you go to Foyer A, the ID of the portal is 4, but the one in Foyer is 2. The way the picking works in this is that the portal you exit from in Foyer has the same ID as the one you arrive in in Foyer A.

    To call me btw you use like Milanbaudelaire, then I get a notification, thanks.

  • Edit: I just had a proper look, I see the names in the game don't correspond with the names in the post. Your problem is that you asked it to go to FoyerB when it has a space as Foyer B. Same for the other one. FoyerA instead of Foyer A.

  • That's a caproj, you'll have to make it a capx.

  • It's because of Construct's top down structure so every event becomes true for one click if they have enough money. You can add a short wait of 0.1 seconds in, before you set the upgrade variable.

  • You can use the choose command where you pick a number and that number relates to a sprite. So choose(1,2,3,4) picks a number either 1,2,3,4 which then would relate to if 1 > create this, if 2 > create that etc. Maybe that will help you.

  • I'm interested to know what you tried because it seems quite simple and I'm not sure which method could go wrong! You can say, when not being dragged, move the sprite every tick a number of pixels forward, and set the angle of the object to 90 if it's above the Y of start co-ords and set angle to 270 if it's below the start position.

  • There is an obstacle map, which all pathfinding objects can see. If you destroy an object, it does not change the path in their eyes, they can still see the object there. You need to regenerate the obstacle map whenever you change something, it's one of the pathfinding actions.

  • This resets ALL persist objects to their initial states, is that something you want?