Why didn’t it work?

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  • I didn’t understand why it’s not working. Do I have to do each one individually?

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  • In the sense of that working, yes individually. You can however put all objects into a Family and say cursor over Family set z elevation to 2 so this catches all of them in one event.

  • In the sense of that working, yes individually. You can however put all objects into a Family and say cursor over Family set z elevation to 2 so this catches all of them in one event.

    how do i it?, Can you show me an example? 🥶

  • can't do right now but look up Families in the manual. It acts like another object, you add those individual sprites to the Family and say in the event 'mouse cursor over Family', you select it as though it is an object.

  • lionz is correct. Families are awesome.

    Really easy to learn and use and they will save you so much programming time.

    Here is a link to them in the manual: construct.net/en/make-games/manuals/construct-3/project-primitives/objects/families

  • thanks guys

  • if u dont want to use families, u can use frames in animations, and have 1 object with different frames, and use if mouse is over this object then set elevation to 2 if its not over this object then set elevation to 0

    as all ur buttons wont require to be individual items, its all 1 ... no more 1000 objects for buttons etc. 1 button doing everything.

    the only complex side will be in events. ul have to identify each button by frame number or local variable and check if user click the button with frame 1 or frame 2 then open shop or close the menu etc... is simple... and more eficient then famillies.

    but famillies are better way of doing thins if u really need to have multiple sprites/objects that are different.

    if u dont require different objects, u can merge them in 1 animation and use frame counting. dont forget to disable animation speed for the animations so the buttons dont change frames.

    families are more for "collision detection objects"

    for example i have a door, and i have a wall, and then i also have an enemy bullet.

    obviously i can merge the door and wall toghether... but then again if i want to animate the door to open close i need it to be another animation entirely or easier a different object.

    so u place all in 1 familly, and then u can tell ur player "if u hit this familly u dont move or u get hit etc"

  • if u dont want to use families, u can use frames in animations, and have 1 object with different frames, and use if mouse is over this object then set elevation to 2 if its not over this object then set elevation to 0

    as all ur buttons wont require to be individual items, its all 1 ... no more 1000 objects for buttons etc. 1 button doing everything.

    the only complex side will be in events. ul have to identify each button by frame number or local variable and check if user click the button with frame 1 or frame 2 then open shop or close the menu etc... is simple... and more eficient then famillies.

    but famillies are better way of doing thins if u really need to have multiple sprites/objects that are different.

    if u dont require different objects, u can merge them in 1 animation and use frame counting. dont forget to disable animation speed for the animations so the buttons dont change frames.

    families are more for "collision detection objects"

    for example i have a door, and i have a wall, and then i also have an enemy bullet.

    obviously i can merge the door and wall toghether... but then again if i want to animate the door to open close i need it to be another animation entirely or easier a different object.

    so u place all in 1 familly, and then u can tell ur player "if u hit this familly u dont move or u get hit etc"

    so in conclusion, just use families. lol

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