lionz's Forum Posts

  • It's because the event is running constantly and you are telling it to 'play from the first frame' constantly so it will appear static. You can try 'set animation' instead

  • It should be 2 easy events :

    if 1 is overlapping 2, 2 play animation

    if 1 is not overlapping 2, 2 stop animation

  • Do you mean from a top down view? If so you could use an 'object is overlapping' condition.

  • A lens can only create one beam? It might be easier to just have an on/off variable and compare if the lens is on. To do what you mentioned you can use the conditions lens.var=UID and then set variable to lens.pickedcount, if var=0 then none exist, but maybe better to do what I first mentioned.

  • It will do if you plan to put it on mobile, that is huge. Char should be something like 32x64 etc.

  • Games for mobile should be developed with memory usage in mind. What is the memory usage?

  • I'm not sure what happened because the one you're saying is wrong looks correct and I would expect the others to also be 1024x1024 since you exported them as images of that size. Also as a side thing isn't 512x512 huge? I'm not an artist but it sounds massive for sprite art and memory usage.

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  • You can order the Z order based on Y. The event is something like for each(ordered) 'family' (put all relevant objects in a family), order by Family.y ascending : action Family move to top of layer.

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    If you play it you should find out

  • Can't really work out how the game is supposed to work but I know that you have a trigger once for the create event inside a for each loop and that's not going to work. You need to create the beam once outside of a loop that should be easy.

  • Yes this is what 'Families' are used for. Create a family and add all monster objects into it, then you can say when bullet collides with 'Family' - destroy 'Family'

  • It needs to be picked so you must define how it is special from the others.

  • 'Key is down', 2 conditions together acts as an AND.

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  • You can use enemy.pickedcount = 0 which means none remain. If you are using many enemy objects then put them in a family and use family.pickedcount.

    For the door you can use player on collision/overlapping door > go to layout