lionz's Forum Posts

  • Looks like the collision box on the player or the pink sprites, open them in image editor and check the collision box it is one of the icons on the left tool bar.

  • Report as a bug in the bug area if you think it's broken, devs will fix it.

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  • Great! Glad it's resolved :)

  • So what is the specific problem you are having? Each instance would have its own timer so you can track this if you want per instance. If the actions are so different you can use tags to separate them.

  • This seems to be running every tick and you don't reset the variables until you press retry so if you go in debug mode it is probably creating hundreds of these objects? Probably the screen you see is when it waited 0.5 seconds after creating the latest object, you need a trigger once on that first event.

  • I would move it to an array with 2 columns for question and matching answer, easy to write out in a file and import to array as you did with the dictionary. Then you can pick question and answer from the same row and each time pick a random row.

  • Set the timer to random(1,20) as Once, then have On timer finished, set timer to random(1,20) Once

  • Not that I know of

  • On the left there under your avatar it says 6 topics click that

  • Not sure exactly what you meant by the ordered repeat but there is a for each(ordered) loop you can specify and pick the 3 highest/lowest and then yes move their UIDs somewhere like push the first 3 into an array, that seems like the best option.

  • Possibly using a 'container' may help. If you put multiple objects into a container, you can create the player and then the other objects will be created with it and they also relate to that player when you pick them.

  • Under the movement logic you need to add conditions to the key presses for the global variable, this will stop the ability to move when that variable is false. In the same way that you added it to the Z key press, you need it on the movement key presses.

  • I guess there are a few ways to do this. My approach would be to give all switches a bool variable, lets say its set to false as default. Then have logic 'for each switch if player is overlapping switch, set variable to true, else set false'. Then to determine all are overlapped, pick switch where switch.bool=false, if switch.pickedcount = 0 then all are pressed.

  • Click on the sprite and open the image editor, add an animation for walk and the relevant frames you can import from a sprite strip. Then on the event sheet the logic is something like 'key is down' : play "walk" animation.

  • None of the events shown are loops? Correct the wait should not affect the other event so there must be another problem. Looks like that fade event could do with a trigger once, it might have an effect.