lionz's Forum Posts

  • Redo all the events without the families and only the 2 objects you need that are in a container. When you pick all family and apply to family it takes away that relationship between the two objects.

    If you want to continue with families you could do something like have a family instance variable and when the object in enemies is created, set the variable also on the enemiesanimation object. Then in these events you can pick enemiesanimation that has a matching variable with enemies.

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  • Yes use Persist

  • You should deal with the objects that are in a container together not the family.

  • I was going to say use a container but looks like you did that and there shouldn't be a problem with it.

  • As well as the condition 'horse icon is on screen', add a global variable condition like variable=true, then on the action where you show the other sprite set the variable to false, this will lock out the event.

  • Great :)

  • Yeah you could make something like this, better get started :)

  • It's possible but it will be super convoluted, isn't it better to have 2 different objects with the same instance variable value? No need to limit yourself by using the same object, make an object A and and object B for either side of the teleporter.

  • I don't think 1 goes anywhere from what I can see? The formatting matters if you are going to use that method, must match exactly with the layout name. In the events you are trying to go to Level2 without a space when the layout is called Level 2.

  • Well technically when an object is created you could set a family variable to identify the object type but this is really just the same as picking the object. Family is there for when you want to pick everything at once, good luck!

  • Yeah the bottom bit, you pick the object itself if you are targeting the individual object.

  • Give the enemy an instance variable to track when it's been teleported to or 'used'. Then say every 0.2 seconds, system pick a random instance of enemy where variable=0, then with actions set player position to enemy, and set enemy variable to 1.

    All of this would be inside a condition that player has LOS of enemy to pick only those enemies you need. Of course after such animations you pick all enemies and reset the variable to 0.

  • You could put the original position data on the object as 2 variables then on start of layout set position based on x=var1,y=var2

  • You set the damage variable at the Family level then it doesn't matter what collided with the player, you subtract Family.damage

  • When you collide with the water, then that water instance is picked. So the events following that for overlap would only refer to the water you collided with and not other instances of water. In your events what you are asking is - when I collide with water, are these 4 points overlapping the water I collided with.

    A potential fix would be to open up all the water instances to be picked again as a sub event, so use System pick all water, then indent again and add your overlap checks for point overlaps water. This will be more in line with what you want I think - when I collide with water, are any of the 4 points overlapping with this or any other water.