lionz's Forum Posts

  • Edit

  • Try Construct 3

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

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

    An update :

    Please try my current portal-style idea and let me know what you think. Cheers!

    Demo : here

  • Yeah I believe it's as designed at the moment. Only way to reset persist is to relaunch the game. You could reset all the items to their initial locations if 'game has been reset'. That's kinda like the load/save idea I gave above though and with that you could reset everything with one click..

  • You can download the beta from here or just wait until the next stable release.

  • I updated it for you : here

    Please note if you set the location so that it's touching the door it will cause a loop with the collision. You will need to set teleport locations as I have done so they don't touch the doors OR another possible solution is to have a key press for going through doors.

  • Yeah must be a keyboard thing, not a C2 thing. It was occurring for me though, couldn't jump left while left was held down. : P

  • link to .capx please. must be set up incorrectly as this normally works.

  • Yeah someone posted about resetting persist objects before and I don't think there was a proper solution as it's not possible. I offered the idea of making a save file of the default level structure and then when the player 'restarts', you silently load the save file.

  • You could purchase a tower then change the mouse cursor to be the tower image and then have it appear red where you can't place it and then green where you can place it and then stamp it. Kinda like a rollercoaster tycoon type thing.

    If you want to drag the towers from the UI, just give the towers drag&drop behaviour that becomes enabled when they have been purchased. Then you could drag them into the level and set up some logic to snap them to nearest available wall.

  • WTF. interesting..

  • Where is the logic for patrolling? I don't see anything hooked up to the Normal state. Normal state seems a bit bare, it just enables bullet behaviour.

  • This looks like the same issue as Part 1, I don't know why this is separate.

  • I can't find the logic for where it changes the PatrolStatus to Patrol? It's Normal by default and I can't see why it would change from that. It changes to Chase fine if you go up close though.

    Also I don't understand the reason for the mega complex node system + pathfinding. Can't you just simulate patrolling by having the enemy move from one location to another and if it gets interrupted then change to another status. Or are the nodes important for some other reason?

  • Code will apply to all of that object type. All behaviours, variables, sprites etc will carry over as well.

  • Hold down CTRL and then click on the enemy and drag. It will create a copy.