lionz's Forum Posts

  • Great you figured out that bug so I don't have to, looks good!

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  • Expected movement is exactly like this: webmshare.com/play/RLLeA

    if I place the 3rd object, the 4th and 5th will move one step to the left, and a new object will be added on the right side of the panel.

    Yes you described it well so I think what I suggested should work there :)

  • I see you added array to the tags there and this would be my guess, when you collect a photo you add it to the array. This leaves them in the order you collect, as you cycle through the gallery it has preset objects for displaying 0, 1, 2, 3, then you add 4 to each value to display the next row i.e. array.at(0) would become array.at(4) - a variable on the object itself used for the x. If array.at(x) is empty you can make them invisible when it is displaying the last few.

  • Add the objects to a Family and also use a Family instance variable for position.

    Randomness depends on what is allowed in your game. If it can be any object in the family and repeated then you can just 'create family' repeated 18 times, each time add 1 to the position variable and add +distance*var to the X position.

    For the sliding, assuming the above that they are all numbered in order due to family instance variable, when you destroy 'Family' store the family instance variable in a local variable, then pick all 'Family' objects where var is greater than the local variable and set their X to self.x-distance, or use move to behaviour to set their position and move them to self.x-distance.

  • You can have a global variable that counts up, add 1 every 1 seconds or somethin, then have conditions like GV=240 set the pathfinding speed of the enemy to a higher value. Use a variable also for the enemy wait time and you can lower this at the same time.

  • When you said you mouseover the button and pull the description from the array then it should be simple no ? Or how are you reading the array ? If they are global variables it should be easy.

  • Probably the RPG. For the fighting game you will need some animations and collision detection for it to make sense. A platformer is probably the easiest to try.

  • Hmm ok I didn't understand aspects of the design so for me it looks fine on the detection so it could be specific to their phone or they found a bug.

  • You only need one action per replaced string (set text to replace it) but not one event per description

  • Why not test it on the mobile if you are releasing it for mobile? That seems like a blunder. Check it out yourself on mobile to see the issue I guess ?

  • I don't think you did a great job of explaining the bug but from what I understand it looks like a code issue not device.

    For example just looking at level 60, it seems completely broken for detection but that's on your events.

  • I've managed this before by using Replace(), check the manual. So if you say "Fireball does %dam% damage" in the array, on the mouseover/set text events you can replace %dam% with the damage variable.

  • If I am understanding design correctly yep you can have for equip button click just very simply run unequip and then maybe a wait of 0.1 seconds and then run equip.

    Within unequip it looks like already if you have a weapon it will unequip it or skip if there is none which is fine.

    For equip this is also fine except you need to move the logic from the else about the inventory slot into the equip function to release that slot.

    Just a note you will probably encounter a future bug where if you try to equip a weapon and your inventory is full it will not unequip the weapon (expected) but it will still equip the item and move it to the slot so you have 2 in there. This is because the logic is really not a swap for swap logic but rather you are moving the weapon out to any slot then moving the item in. For a true swap you would need to edit the logic later maybe use the id of the inventory slot for item and move the weapon to it, then move the item to the weapon slot. As you know currently the weapon moves to the slot with lowest id and not the specific one the equipping item is in.

  • You didn't pick a bush correctly so you need to use the bush object and pick nearest to blockle, at the moment you have it backwards. The rest of it might work after this so you can get back to us.

  • Where do you set the selected item variable? You are no longer clicking on an item so that variable is important.

    If I am understanding the design of this correctly that on clicking equip button you unequip the current weapon and equip the one marked as 'selected' then you should remove most of the logic from the equip button click event and just run unequip function then the equip function. All logic can take place inside those functions now. That should work if the item you want to equip has the variable set. Also move the nearest inv slot check for the moving inventory item to inside the equip function.