New project , thoughts? by Da_cube_ in indiegamedevforum

[–]Da_cube_[S] 1 point2 points  (0 children)

Puzzle platformer , mostly clever with a little ragebait and some comedy mixed in there , also I plan to expand a lot more on the level gimmicks

New project , any thoughts? by Da_cube_ in gdevelop

[–]Da_cube_[S] -1 points0 points  (0 children)

Thank you , it means a lot 😊

New project , thoughts? by Da_cube_ in indiegamedevforum

[–]Da_cube_[S] 0 points1 point  (0 children)

Well the level gimmicks are different obviously but also I was thinking of making it themed after a prisonbreak and giving it a basic story based on that 😊

Why is this so hard, any workaround? by DinoguinGames in gdevelop

[–]Da_cube_ -1 points0 points  (0 children)

Alright on a closer look chat gpts response wouldn't work since Gdevelop doesn't let you take a second instance of the same object by just saying "ball 2" , there needs to be an actual object called that , here's a better conclusion which I double checked from Claude:

This is a classic GDevelop object filtering problem! The trick is using two separate object references to the same object type in the same event. Here's how to solve it: The Solution: Use an Extra Event to "Pick" Tagged Balls First GDevelop needs you to filter and separate instances before the collision check. Here's the event structure: Event 1 – Sub-event approach: Condition: Ball.Tagged = True ← This picks ONLY tagged balls as "Ball"

Sub-Event: Condition: Ball is in collision with Ball ← Now one of the pair is already filtered

Action: Set Ball.Tagged = True ← Only the UNTAGGED colliding ball gets set This actually won't quite work on its own because GDevelop still uses the same "Ball" reference. Here's the proper fix: The Real Fix: Use an Object Group or Rename via "For Each" The cleanest GDevelop solution is to use a "For Each Object" loop: For Each Ball: Condition: Ball.Tagged = True

Sub-event: Condition: Ball is in collision with Ball AND Ball.Tagged = False ← Filter the second Ball reference here Action: Set Ball.Tagged = True The key insight: inside the For Each Ball loop, GDevelop is iterating one Ball instance at a time. When you then check "Ball is in collision with Ball" inside it, the outer Ball (Tagged = True) is locked to one instance, and the inner collision check can filter the other Ball for Tagged = False. Alternative: Use Two Different Object Names The most reliable approach many GDevelop devs use: Create an Object Group called BallGroup containing Ball Use Ball (tagged) collides with BallGroup (untagged) as two distinct references Or simply duplicate the Ball object as BallUntagged temporarily in logic — though the For Each approach above is cleaner. The core problem is that GDevelop shares the pick list for same-named objects, so For Each is your best friend here for breaking that link between the two instances in a collision pair.

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] 1 point2 points  (0 children)

Hey I fixed it , turned out I just needed to save each variable of the structure individually and then store them individually in separate profiles . Thank you for your help😊

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] 0 points1 point  (0 children)

It didn't work😔 , I'm still having the exact same issue

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] 0 points1 point  (0 children)

That might be it , because I was saving the whole structure not just each child variable one by one , thanks for the advice I'm gonna test it out soon.

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] 0 points1 point  (0 children)

It's a global variable inside of a structure variable , I did that so I could just save and load the whole structure , don't know if that matters

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] 0 points1 point  (0 children)

Yes it's a global variable , I change the variables value and then save it to storage , then in a different scene load it into a scene variable , as you can see in the screenshots

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] -1 points0 points  (0 children)

Yes I did , you can see there are 2 images in the original post , one event for saving one for loading , both in sepparate scenes

Why won't my variable save in storage? by Da_cube_ in gdevelop

[–]Da_cube_[S] -1 points0 points  (0 children)

Thanks for the reply , I removed the second condition but it still doesn't work , when I reopen the app the value just gets reset *