lionz's Forum Posts

  • I edited above just now, that event 12 looks like it could run constantly and set the atk animation but I can't be sure of what's happening. I can't see all the event as the group is minimized which is what I meant above.

  • The events for atk=false are hidden so maybe something is running there.

    edit : yeah that event at 12 looks dodgy, like it can always set the attack animation.

  • construct.net/en/tutorials/upgrade-object-family-319

    Nice this is close to what I described , I'm surprised there is a page for it

    I mean... I did do it, but the json way as I mentioned. Its way better.

    Open the objecttype json.txt file in the project folder. copy variables, open familytype json.txt file and paste. Takes like a simple 2 minutes, regardless of how many variables.

    I don't touch project files, dats scary. Maybe it's fine, I don't know.

  • Well it's been a day you could've done it by now ? You make a Family with the same variables with an extra character to differentiate, then the events that use the old object, you change the variable to the new one because since that object is now in the Family it will adopt the new variable, then you right-click replace object with Family.

  • So which part is not resolved at the moment ? I think for the second object behind you can just have one instance and set its position to the correct answer ?

  • Could be useful, suggest as an improvement. If names are clear though it should be fine to use many Families.

  • You have to recreate them all, good luck!

  • The correct answer will be known before the player chooses, so the green object should already have an instance variable where value 'correct' or 'incorrect' is assigned. When the player chooses an answer, you can make the green objects where value=incorrect invisible. So what i'm saying is you pick by a variable value, not by UID.

    However when I look at your post above, you say that all the green answer objects go invisible anyway, so is there a need to pick one ? Unless you meant that all of them going invisible is just the 'current functionality' and a bug, in which case you can do the above.

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  • No idea what that setting is but glad it's working now :)

  • On the top of each block above the system conditions try it and see if it works.

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  • The top condition you are looking for is 'HugeObj on created', then the second condition should be HugeObj is overlapping Fam.

  • Yeah no problem, sometimes a screenshot is useful! it will pick the Family instance that it is overlapping and delete only that. If you have on created + the object is overlapping family condition.

  • I mean the stuff above is kind of unreadable and I'm also not sure on the purpose of deleting them or if it's part of the design, but... you can try putting all the objects that spawn in a Family. Then you can say if 'HugeObj on created, if overlapping Family delete HugeObj and same for the other objects.

  • It is firing from the front and the expected imagepoint...