lionz's Forum Posts

  • Maybe your project is set to load from a blank layout you don't use. Check if start up layout is different to one you tend to use in the editor.

  • Use Advanced Random permutation table which is a shuffled array of numbers from 1-10 then use each one in order, you access each index with advancedrandom.permutationtable(X) etc, so if you use a loop for 1-10 and replace X with loopindex there you have it.

  • You can literally select events ctrl+c and then ctrl+v in the other project. If there's something missing in the second project it will display an error.

  • Did you try it because yes that's possible with a simple copy and paste if everything is the same such as variables to be referenced

  • How did you make the skin or what is it? Do you mean in app purchases on Google store or are you talking about something you made in the game itself?

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  • Give them an instance variable set to 3, 2 and 1 from left to right. Then say for each object where object.var less than or equal to num lives, set visible (don't destroy just change whether it is visible or not)

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  • Could guess all day :D share project file if you can.

  • Default controls property not ticked so arrows don't work. No custom controls set to move it. It's disabled. It has no speed or acceleration.

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  • When it's a for each instance with trigger once I like to block it out with a variable, so when the droplet spawns you can set a variable on the spawner and in the condition you can use variable is not set, and remove the trigger once.

  • If you need more help please post a screenshot of the events, then it should be simple to resolve.

  • If the animation of the sprite isn't important you could set a random animation speed for each sprite, then when sprite animation frame is 2 spawn water droplet.

    If anims must all be same speed you should be able to start a timer for each sprite of a random value then say sprite on timer start animation, this will pick the correct sprite. Then have sprite frame animation is 2 spawn droplet. Do not use a for each with the on timer condition as you described.

  • Not totally clear what you're asking but if you have an aoe ability lets say you made it by creating a sprite you could say all units overlapping the sprite will be damaged. Construct uses pick conditions so if you pick all units that were overlapping then you can apply the action to only those instances.

  • Stop working in what sense? You mean an object you click for gameplay isn't working as expected?