lionz's Forum Posts

  • You do not have permission to view this post

  • Repeat conditions within one spawn function seems fine, based on a monster name parameter sent through. Really it depends on the gameplay design for spawning. What are some examples of variables on a spawner and expectation of what it will spawn?

  • Spawner var can be a string for the name of the monster object then use system 'Create object by name' with value spawner.var

  • Oops! on my file change to WhichItem=type

  • here I edited for you into one function. much easier when you've bought Construct and can try it dropbox.com/scl/fi/3g58l4bcubx66vecegvyf/Inventory_edited.c3p

  • You mean it is adding 1 to all items? That's down to the ordering in the loop block should be for each at the top then the conditions. I just realised though you don't need the for each loop either you can just say whichitem=item.itemtype and then on the bit below just use an Else. You could try this temporarily just to see if it works i think it should. The Else should trigger when it cannot find a slot that matches the type.

  • 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.

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

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

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 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.