You can't properly use wait if you set the timescale to 0. I've made a fix here where you set the boxes to immovable so they freeze on screen and it picks the boxes based on which is the lowest on screen which I hope is always the same as order of created. dropbox.com/s/xcwysmwdbhar0q4/c2%20ques.capx
From what I've seen on the forums, there used to some issues with the plugin but now it's fine, and people have it working just based on the info in the manual.
There is also some additional info from developer here : construct.net/en/forum/construct-3/how-do-i-8/any-news-on-mobile-advert-prob-138163
Well you would just need one event for this, when you overlap a sign i.e. player is overlapping sign, you set the text to sign.variable where the variable is the text to be displayed.
Yes you can do this, for example if 0 and 1 are stored at X only i.e. 1,0 2,0 3,0 4,0 then the logic is :
for from 0 to array.width, add array.at(loopindex,0) to variable
At the end of the loop the variable is the total of all values at X.
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Try dis construct.net/en
Did you try a number of sprites with bullet behaviour created upon death with various angles set?
Hiya, you don't download a file to save the game. With local storage you set an item to array.AsJSON when you want to save it and then get the item when you want to load the saved array.
I don't think you can get the object name, unless you have an instance variable which is the name of the object, but the question is why would you want that? If you overlap sprite3 it becomes the picked object so technically you could pull the instance variables from it with events and set text to those values.
So the location of the touch doesn't matter, it is touch anywhere on screen? You can do this by toggling a boolean.
On any touch, toggle sprite.boolean (between true and false)
If boolean = true, every tick simulate control move left
boolean = false, every tick sim control move right
Something like that.
Add a trigger once condition.
You can set the animation to loop=yes
Ok great :)
every x seconds, progress bar set progress to progressbar.progress-1
I'm not really getting it, you mean like this?
Hello! Image point 0 does refer to the origin which defaults to the centre of an object, however the image point can move if you add new graphics. Open the image editor and look at the imagepoint 0 location, it may have moved below the image (where the fireballs are spawning). You can right-click the origin image point and quick assign it back to the middle.
The fireballs moving up I believe is an optical illusion because the platformer template comes with layers that have a different parallax. This means that the fireballs are probably spawning on layer 0 which is the background layer and this layer has a slower scroll rate to layer 1 that the player is on. To fix you can set the background layer parallax in the options from 50x50, to 100x100.
Having the different scroll rates on layers is not helpful for beginners I guess, you can read more about parallax here but in general you can just keep it at 100% : construct.net/en/make-games/manuals/construct-3/project-primitives/layers
All the info you need is here :
construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796
construct.net/en/make-games/manuals/construct-3/tips-and-guides/memory-usage
construct.net/en/make-games/manuals/construct-3/tips-and-guides/best-practices