GeoffB's Forum Posts

  • System -> Set object time scale. Just specify the family as the object.

  • Guessing here since there's not a lot to work with, but are you creating the player on the game layout via events, or is it positioned there already? If it's there already then it's possible your player has the global property and you actually have two instances.

    Otherwise, I recommend you create the player objects at runtime, using two templates: one for the title screen with the behaviours disabled, and one for the game with them enabled.

    Also, make sure unbounded scrolling is enabled in your game layout.

    It could be many things. More info will help if you don't come right.

  • For us, the users, the engine and the editor are one and the same.

  • You can only set timescale for the whole game, or individual objects. You can also use families, so something like this will work:

    SpritesFamily on layer "game" - set object timescale

    TilemapsFamily on layer "game"... etc.

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  • This is another testimony as to why we should have an option to disable auto-updates, but until that happens, you can specify which version your students use by giving them a specific release url, like editor.construct.net/r302 or whatever

    You can find a list of stable releases here: construct.net/en/make-games/releases/stable

  • It's certainly possible, but any isometric game is going to need some robust Z-ordering which you'll need to get your head around. The vehicle could use a custom or built-in movement behaviour.

    Depending on how you want to show the vehicles, it might need 4 or 8 variations for the angles. If you want "smooth" turning animations, you should look into 3D shapes with orthographic view and/or sprite stacking.

  • You're not far off. I prefer using hierarchies to pin, but whatever works for you is fine. Anyway, here's how I would do it:

    + MainShape: DragDrop is dragging
    ----+ SecondaryShape: On collision with MainShape
    -----> MainShape: Add child SecondaryShape (X: True, Y: True, width: True, height: True, angle: True, Z elevation: True, destroy with parent: False)
    
    ----+ SecondaryShape: [X] Is overlapping MainShape
    ----+ System: Trigger once
    -----> MainShape: Remove child SecondaryShape
    
  • Lists are html elements, so they follow their own rules based on CSS and sorcery. If you want to style them, I suggest you go down the css rabbit hole, but I find it easier to build my own UI elements than use html-based ones.

  • Create two instance variable for the object and set them while dragging: prevX and prevY. Set up an event to check before you update the variables.

    So something like:

    Object Is dragging

    1) if object.prevX < object.X then you know the object has moved to the right, etc.

    2) set object.prevX to object.X

    You have to do the comparison before you update the variables, otherwise prevX and X will be the same.

  • Yes, use the Set Text action and just treat the BBCode like text.

    Say for example you have a playerScore variable, you could set the text to something like:

    "You scored [color=red]"&playerScore&"[/color] points!"
    
  • If you haven't already, start with the Jigsaw Puzzle example in Construct and take it from there.

  • I've encountered this a number times. It's always been that I'd been simultaneously creating and destroying objects in some ways that the system doesn't like.

    I suspect that it's something to do with objects that share a spritesheet, but I've never been able to narrow it down.

  • It is an inconsistency in Construct (probably based on some deliberate decisions), and one which bothers me a bit.

    I just wish we could have an expression field for booleans 🤔 That way we could use strings and/or numbers instead of relying on form-like inputs.

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