lionz's Recent Forum Activity

  • 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.

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  • First thing to do is to debug this and see if it is actually picking the item. If you set something obscure on the 'pick last created item' you can see if it picked it. If it doesn't apply then it is because you are creating + picking in the same event, this doesn't always work in Construct and you have to wait til the next tick, so if this is the issue you can resolve by adding a small wait then pick last created item later or in a separate function.

  • I've not really touched the update side of things but the save system should be fairly simple - save to "slot", load game from "slot". Can you share the events you used ?

  • It would be difficult to write this all out to someone brand new to Construct. You could try to make the whole map tbh it shouldn't be so bad and if you use a tilemap even better.

  • True this does look broken

  • So what happened ? I can't really help as that logic looks ok.

  • So that didn't work? Do you have more info?

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

  • 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.

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lionz

Member since 5 Aug, 2013

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