lionz's Forum Posts

  • Aight that wasn't mentioned before haha. Put every object that needs to be Z ordered into a Family and use the logic : for each Family ordered by Y ascending : move to top of layer

  • You don't need to use an instance variable to pick an instance in that scenario, you can use enemy on collision with player : change animation, which will only pick the one colliding with the player. In general though, you can use 'for each enemy' to run through them all individually.

  • Replace the impulse angle that you are using with a range, you can use random(x,y) to select a value from a range, or choose(x,y,z) to select a random angle from a selection.

  • There's a z order bar where you can put all objects in order from top to bottom

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  • What kind of stuff are you trying to 'save' in the layout when you leave it?

  • Depending on how complex the shop is, you could have a layer (not layout) that is invisible and make it visible when you want to open the shop. It acts as a menu and this would all be in the same layout.

  • Yes it works as you described - an update does not clear the local data, uninstalling the app will clear the local data.

  • Double check that layout 2 is using this event sheet in properties. Also check that the thing you are clicking is visible because that's one of the conditions. If it's neither of those things, please share the file.

  • Is layout 2 using the event sheet? Needs to have an event sheet assigned to it that includes the event go to layout 1.

  • I think this is something to do with the engine where if you start creating instances within a tick, you can't pick them until next tick. For example if you change the condition in event 6 to plat_skin.UID=64 change anim, it will not change the anim, but if you pull this condition out of the loop and try it, then the instance can be picked and changes anim frame to 2, so this looks like a case of you cannot pick those created instances within the loop and must try a different approach. A possible approach could be to store the last UID of all the relevant plat_anim objects and then change them all together later on?

  • Looks fun, good luck with it!

  • The approach depends on how the rest of the game works. Like for this you could just toggle a variable on and off, or between 1 and 2, every time you press the key and swap animations. But that approach might not work if you have more elaborate combos later on.

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  • Yep also covered that scenario, I said "or give it a variable to make it different to the other text object instances."

  • By saved I guess you mean the values that are present when you create a new instance. It takes the details from the instance of that object with the lowest UID. Find that instance and those are the default stats to change.