kriand's Forum Posts

  • As far as I know, you can not use expressions like | and & in conditions because the condition block itself is always an AND block or can be converted into an OR block. So you have to make an OR block and add a condition for each tile.

  • The group 'Charms' hinders the charms from changing the animation, because it change the animation back immediately. Also your did not change the code to chose an animation instead of a frame. If you dont need frames for your animations, i can sometimes be easier to put all images into one animation and turn its speed to 0, like in my example.

  • I tried all possibilities: both values from ajax; one value from TextBox or both values from TextBox. I never got a problem with comparing values:

  • I can not detect any errors and it is possible to compare two strings. However, it is a bad idea to filter the textbox after the UID like this. Better use an instance variable. Have you checked in the debugger, if the array values at 0, 0 are really the same?

  • Create a Sprite and load your popup image. Then add some image points, for every element one. When the popup is created, set the postion of each element to the matching image point either every tick or by using pin behavior.

  • You can put your popup and all elements in a container. When spawning one object, all the others spawn too, but you still have to align them. However, you can minimize the effort by creating an image for your popup that contains all the elements that do not need to be moved or otherwise changed.

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  • Those many image points and the frequent use of pin looks complicated. If it is not necessary for the further course of your project, I would take it out completely. My suggestion is: adjust the collision boxes of your objects and set the origin to one of the image points. Then change the code as follows:

    PS: If you want to continue pinning boxes (Squelette) to the objects, use the condition "objects.imagepointcoun" (first screenshot) to avoid creating more boxes than necessary.

  • Hey roracle

    would't it be much easier to duplicate your tilemap and give it the solid behavior? Then you can take all tiles that are not passable from this second tilemap.

  • It depends on what kind of app you develop and when the window should pop up. But you can not spawn a layout in another layout. So you would have to change the layout and save the entire state beforehand, and then return exactly where you were. I think it would be easier to spawn a window on a layer with parallax 0x0. Maybe this will help you:

    1drv.ms/u/s!Ap_-qxoGKbDcg1-e8yZG2Q-lLEux

  • You can save the UID of the selected tower in a variable. In your tower upgrade events, you then filter for the UID:

    + Mouse: On Left button Clicked on Tower

    -> System: Set Variable to Tower.UID

    + (Upgrade Condition)

    + Tower: Pick instance with UID Variable

    -> (upgrade actions)

  • dop2000 was a little faster but my example should not be in vain ;)

    (open C3 editor.construct.net ): 1drv.ms/u/s!Ap_-qxoGKbDcg10G1gtAsIxRyTeo

  • Hey greenleafvt

    I dont know exactly where your problem lies. Copying, mirroring and linking an instance to the first one should not be too much of a hurdle. Have you already tried and created a few events, so you can show us what exactly you are trying to do? Are all your weights already on the layout or do you want to spawn them via trigger? How do you want to use your objects after they have been created?

    Maybe this will help you a little bit:

    1drv.ms/u/s!Ap_-qxoGKbDcg1z_j7vvkqQeUhHH

  • The ID should prevent a platform from colliding with a wrong box in case the tracks overlap. This is not the case in my example, but I did not want to ignore this possibility.

  • In this case i can not help without more information. Post screenshots and/or capx.

  • and your code looks like this?