lionz's Forum Posts

  • Still not getting the design of the game, you press the enter key and a tile spawns from a specific tile ? You need to give it unique identifier like a variable value or you can use the UID since it is created in the layout before runtime, this will pick the tile you need to spawn from. So instead of pick furthest tile condition it would be pick tile where variable = 1 or where UID = 1 for example.

  • How are you deciding on the original tile? You need to choose the tile that they are spawning from in a unique way then problem solved.

  • Ok great if it's resolved :)

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  • The issue in the particular file you sent is because you call the function before the array is populated, the function call should be after the array load.

    However your original screenshot didn't seem like it had this issue so i didn't mention it, because you force the dialogue with a key press when the array should already be populated.

  • Help us to help you, by letting us know what this means.

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • This is implying the array is empty, check in debug view that your array is populated with the data from the array file, specifically at 1,3 I guess.

    • Post link icon

    Yes this was removed yearsss ago

  • Well those events have changed as you don't have single attack animation now. Better send the file I can have a look.

  • There is built-in with the Google game services, otherwise I guess you need your own server to store the scores and I've not really touched that area.

  • I mean pick nearest combined with the condition that player has LOS of it.

  • I'm reading it and looking at the images and still don't understand what the problem is lol. But based on this : 'I'd like only the first wall in a player's line of sight to be visible, and make all walls behind said wall invisible. I'm asking for how I would implement this.', maybe pick nearest wall to player ?

  • > You can say if A is overlapping B then set to 1. If A is not overlapping B then set to 0. So the first one but right-click inverted.

    That duplicates the collision check though, right?!

    Why does that matter? Your workaround is running every tick

  • You can say if A is overlapping B then set to 1. If A is not overlapping B then set to 0. So the first one but right-click inverted.

  • You don't make both the object and the layer global, one or the other. If the slots are in a global layer you don't need to then make them global.

  • I solved the problem in the most primitive way. Later I will study the possibilities and write it more nicely.

    Yes exactly, this is what I wrote above as an example