lionz's Forum Posts

  • Why do you need a pause? Why isn't the scale working? Try on family created > set scale.

  • Depends what you are trying to do, what's the problem?

  • You're subtracting from a different variable, my guess is you're displaying Time? You're subtracting from TIME_COUNT. Probably subtract from Time_Fonts.Time

  • It's efficient as long as you are not going to this layout during runtime. The objects in the other assets layout are never loaded and don't affect memory usage. Only the images in the current layout are loaded. You can put every image you are going to use in the game into one unused layout, it won't affect the game or use memory. If you are bothered about temporary freezing or a stutter when it tries to load in an image that does not exist in the layout then you can have it in the current layout but destroy it at the start of the game, this allows it to be preloaded.

  • You can use a global variable counter as a condition i.e. spawn enemy while global var less than 20 and add 1 to global var every time one spawns. You could also use the count of the enemy objects, i.e. if enemy.count < 20 then spawn, this counts the number of enemies that exist, but this would only be used if you had a max of 20 at any one time and destroying them affected the count, I don't think that applies here but it's useful to know.

  • 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.