99Instances2Go's Forum Posts

  • Then you trigger the animation 'on jump' and every tick. Or 'on jumping' and every tick.

    Add a system condition 'once while true' to that event.

  • With families i do it this way, looping trough the picklist:

    https://

    drive.google.com/open?id=0B1SSuCVV8v74bjhMZjdpRU9XaG8

    The instances that overlap and have the lowest healtpoints get set opaque, or can be destroyd. A situation that happens a lot.

    Without families and no addon, i have honestly no idea how to do the same. Mayby one day i find a way.

    (Rex could have answerd you that he has an exellent addon for that)

    The thing is. Families are extremely helpfull with picking problems. I understand completely why they are only available in the payed version. Missing families is missing out a huge amount of possibilitys.

    But, almost all beginners have no way to know what they miss. They should make there games according what is possible with the free version. But they have not idea how to do that, and they can not have an idea. One of those things is: do not overlap more then two instances of same object hoping their are conditions to snap those individual overlaps. If you do, you work beyond the limitations of the free version.

    That is my opinion. (means nothing, everyone has one) And mayby there should be some clear document explaining this, when listing up the differences between payed and free. But on the other hand, in my case, i would not have understood that doc, not even after 20 times reading. I would have come to the forum to read how other people solved this. Luckely this community is heaven.

    I cant apologize for my English, i know it is horrible, but i do my best.

  • There are many ways, here are two in 1 capx :

    https://

    drive.google.com/open?id=0B1SSuCVV8v74dVBTN3paT08zMXM

    Mouseclick will switch.

  • In the first example, first event:

    When the blue one is against the right wall, the 'is NOT on wall' will not pick a blue object. The Selected Object List is empty.

    So, even when you unpress the key, making the OR condition true, there is no blue object for that action to work on.

    The dot is a unreferenced object. So it does not matter for the dot. The actions just work on all dots.

    (Assuming ther is only one blue object)

  • There is an XML builder and writer:

  • Rule is this: you can not pick a newly created object in a condition until the next top level event.

    R0J0hound documented this in a nice way:

    I agree that this should be added to the manual in this way.

    The newly created object is a selected object in the actions following the create action though.

    So all you got to do is make the pick condition part of a new top level event. This is why a second 'on layout' works.

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  • Hope you can open it, else it will be the night 4 you.

  • Why load the autosave ? If you need to, then make your computer to show extensions and change the name and make sure the extension = .capx (not .autosave)

  • Create the head at x= player.x + 30, where do they spawn then ?

    Where are the way points ?

  • The head creates at 64 pixels outside the layout. (width + 64, that is way on the right)

    4 + 4 * 2 is calculated as 4 + (4*2). You should use that last way to put it though.

    Do the waypoints move ?

  • I missed that. Indeed. In my suggestion is no multiplication needed.

    And no, it should not ignore that.

  • There is no multiplication, wel i dont see it, try what i suggest ?

    I mean change the head.x TO segment.x (but with the right and full names, i am a lazy typer)

    But keep the first creation as it is !

  • They all get created on head.X + 64 , head.Y.

    If you want to create them with a space of 64, then keep the first creation. And change the head.X in segment.X in the other creataions.

    Since the create sets the segment picked, each next segment will pick the previous segment, and therefor spacing them.

    You see ?

    I think that you should bring the 'every ticks' in there resp. 'on overlap' and 'on collision events'. After you changed the target index.

    I still dont like the unreferenced state of the head expression in that event.

  • So, they are in fact all accessable expressions, and some expressions are calculated with one of more of those tags?