99Instances2Go's Forum Posts

  • No problem.

  • Trying to avoid the 'Why would you", that does not sound nice.

    Still, which problem do you need to solve ?

    And (out of sincere curiosity) why not use one sprite and instances showing different frames ?

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  • Did you try rexrainbow 's Z sorter ? (also takes X in acccount)

    http://c2rexplugins.weebly.com/rex_zsorter.html

  • Depends on the 'scope' of that specific variable.

    The scope of a global is 'use it everywhere in the event sheet(s)'. Roughly said: conditions & actions can see it everywhere in the event sheet.

    The scope of a local is 'use it only in its own event (and subevents)'. Roughly said: conditions & actions can only see it when they are in that particulair event.

    Say you have a global and two events. And you adress the global in the second event.

    If you would drag this global into the first event (making it a local), you create a 'scope' problem.

    Because that second event (where you adressed it as a global) can no longer see that variable anymore, as a (newly made) local it can only be adressed in that first event, no more in the second event. Conclusion: you can not do that, have to recode things, or leave it as it is.

    There are more situations. But Construct is so friendly to warn you.

  • The options ...

    Set Angle in the Bullet behavior on/off combined with:

    Rotate by changing the self.angle

    Rotate by changing the self.Bullet.AngleOfMotion

    Rotate by the behavior.

    https://www.dropbox.com/s/g27wmouy2jh7w ... .capx?dl=0

  • Yes you can.

    I suppose you use the behavior. Pin an object at an offset of the player. Give that object the behavior.

    Or. Do not use the behavior. And use the system actions Scroll to X & Scroll to Y. With x = player.X + an offset and Y = player.Y + an offset.

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  • Scaling in the image editor brings antialiasing in play (especialy on the borders). Just nurture your graphics.

  • Yes, ofcours.

  • B4 i make you an example, do they keep adding/substracting points as long as they overlap (timed) ?

  • The best option is to use familys & local variables. Keep the instance variables, behaviours & effects on the family.

    This way, if you have a bunch of events that you want to re-use, al you have to do is create the familys in the target sheet. Can add any object (with any propertys) to those families.

  • Press 'b' for a subevent.

    Select subevent, press 'v' to add a local.

  • My triggerfinger is itching.

    Because, well, you state the problem and then you add: It is probaly because i've been lazy.

    Actually. You use 1 variable to represent current & next level ('currentLevel'). And you lossed track on it. If you had used two variables 'curLevel' & 'nextLevel', it would have been easyer to wrap you mind round it.

    curLevel = well the current level

    nextLevel = (curLevel + 1)

    Now if you want to change some in the array for the current level, (like changing the stars)

    it is located Array.at(curLevel,currentWorld)

    Change something for the next level (like unlocking)

    it is located Array.at(nextLevel,currentWorld)

    Using 1 variable is ofcourse no problem, if you can wrap your mind arround it.

    Change something (stars) for current level = Array.at(VariFORLevel,currentWorld)

    Change something (unlocks) for next level = Array.at(VariFORLevel + 1,currentWorld)

    On tap on Btn_Reload(x) .... add 0 to VariFORLevel

    On tap on Next_level .... add 1 to VariFORLevel

    You add 1 before the player made a choice, because you wanted to unlock next level in the array by using (the pretty lazy) Array.at(VariFORLevel,currentWorld) in stead of (more typing) Array.at(VariFORLevel + 1,currentWorld).

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