lionz's Forum Posts

  • 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.

  • There is a bit of an issue I guess as you are picking the same location object from and to. Setting global variables 'on arrived' may help for next location then you can say 'on keyboard up' pick location where name = gv nextlocationup and pathfind there.

  • Heroes4hire also you'll need to post contact details there are no DMs here.

  • Sounds like you are after an artist then? Some options I found are the Construct community discord here, or also r/INAT and their discord for finding team members.

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  • I know the cause will be to do with the many conditions but I don't really want to spend time trying to work out where exactly, instead I will say I think the bools are unnecessary unless there is something about the game design I'm not aware of. I would rework this to just use 'active power' and set up the player and behaviours for that power based on this, no need to add complexity with the bools on player as it is creating bugs. It will be very simple if you scrap the bools and have active power set without checking if you don't have other powers.

    All could be one in one function, for example :

    on I pressed - run function 'assign power' with slot 1 power name

    on O pressed - run function 'assign power' with slot 2 power name

    on P pressed - run function 'assign power' with slot 3 power name

    function 'assign power'

    - if 'power = Flight' - disable platform, enable 8 direction

    - if 'power = Invisibility' - disable 8 direction, enable platform

    - if 'power = Athlete' - disable 8 direction, enable platform, set speed

    etc

    For UI display things you can check what the current power is, if the name of the slot is not this power then you dim them etc You can assign current power to a global variable at the point you press I, O, P, and use it in this way.

  • Create the function on the right where it says Add.. and then in the set value action instead of f.call you can say Functions.function

  • nice effort, good luck with it! I love to see Construct creations on Steam.

  • First create 3 layouts, then create another one

  • One option to simplify it is to have enemy_impact existing the whole time pinned to the player then say, if player is overlapping enemy_fire then set enemy_impact visible else set enemy_impact invisible.

    If you have to go with the spawning, the trigger once can cause issues with multiple instance picking. You can try this : if player is overlapping enemy_fire and enemy_impact is not present, then spawn enemy_impact. And if player is not overlapping enemy_fire, destroy enemy_impact.

  • This is just a statement, what problem are you having? Please add more info.