lionz's Forum Posts

  • Yes it is the project properties set to full screen like in the tutorial, did you try this? You asked for a 'better' solution but I'm not sure one is required? I may have misunderstood something though.

  • It's not clear what you are asking but if it's what I think you are asking then I will say you can create one layout and put all of your objects into it, it won't ever appear in game but stores the initial data/stats of objects. You need at least one instance of each object to exist in the game for reference.

  • That tutorial is the solution yes. I'm not sure why you're trying to change it to full screen mode on start of layout as setting it in properties like in the tutorial will work for initial game load. The reason the code isn't working is because you usually need user input to change this option, such as if it was an options menu. Try something like keyboard press button > request full screen, should toggle it.

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  • When you click on Sprite1F send the UID through a function as a param.

    In the function create Sprite2F where Sprite2F.var = param 0.

    Or outside of a function I think you can use system condition 'Pick by evaluate' easily enough.

    Maybe that's what you want, OP is a little confusing.

  • Guizmus yep! understanding the logic and calculating distance between objects has its own merits though

  • There is also a system condition 'Pick nearest instance'. You can use this to pick the nearest instance of Y to X and aim at it. Some calculations with distance are good to know though.

  • Well I was saying that the function was the problem and if you move it out of the function then it works, but you can still use one if you pass the item data through it correctly. They are powerful if you want to send through a bunch of data for an action that you will be doing over and over such as collecting an item. Since you're using a family for the items it should be efficient enough without the function though.

  • Imagepoint shouldn't affect anything except where the object spawns, it will appear to shift over, but it shouldn't be moving as bullet at a different angle.

  • That will be because your score is still 2 when the next layout loads. Should it be reset to 0? I don't know 100% how your game works but this is kinda simple gameplay logic which is totally possible to do.

  • What is the fire logic? Shoot bullet from turret? If this is the case it will shoot from the origin of the object, which could've been moved. If you haven't set up the angle of the bullet it will just fire at its own angle instead of towards the player position. Many things could be wrong, easy to work out with a shared capx.

  • If you move the Set text to event 50 you'll see it is working. You should only really have that set text event in a function if you're passing the item name through it, which I would prefer to do. On the YouGotItem function call event, add a parameter 'collectibles.itemname'. Then on the text event inside the function instead of collectibles.itemname use function.param(0). This sends the name of the item you are overlapping through the function so it can be used correctly. The reason it's broken is because you call the function but then collectibles.itemname does not relate to anything or the item that was overlapped, so it picks the collectible with lowest UID which is the scented note.

  • Add a 'trigger once' condition to it. Yeah at the moment it's choosing a new animation while score is >= 2 which is constantly.

  • Don't choose a random animation on start of layout. Set the animation frame in the same event as you set the sprite visible if you don't see it until that point. So your bottom event looks like if score >= to 2 set animation frame to choose(0,1,2,3,4) and then set visible.

  • Probably some issue with picking, probably picking itself since a car is trying to detect a car. When the car is detecting if it is in sight of the player the picking logic is much easier, to determine whether a car can see a car you may have to add in some variables or IDs to ensure that it is not picking itself and that it is not applying the logic to all cars when one is in LOS.

  • Trigger the initial message once only when you overlap, like this https://www.dropbox.com/s/nkr9pgnq9fvqh ... .capx?dl=0