lionz's Forum Posts

  • Set some kind of toggle variable condition so that when the help is open, the mouseover event doesnt work. So wherever the mouseover change event is, add if helpOpen=0 or something. When you open the help, set helpOpen to 1. This will mean the mouseover change to a hand won't work when the help is open.

  • Check out the manual for how events work. The page is even called how events work <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> https://www.scirra.com/manual/75/how-events-work

    A cutscene would just be a bunch of events in order, with objects moving around and text boxes appearing I imagine. You can switch to a new layout for that. A trick for a moving camera I use is to add the ScrollTo behaviour to an invisible object that moves about the screen, then the game appears to follow the camera.

  • YoHoho I've made a capx here, it's one event. https://www.dropbox.com/s/71fhi1q6g1y63 ... .capx?dl=0

    The other stuff is just to spawn random bullets so you can see the damage being taken off the enemy.

  • Well in theory you could not use families, create one sprite object called bullet and constantly edit its variables and animations during runtime but that's going to be incredibly confusing and not the way I would do it. You need the separate bullet types as objects, you can leave them all on a layout with their default values. Then you group the general events like being hit and taking damage using families. This then allows you to also call upon the separate bullet types in some events if it calls for it.

  • Although the family instance variables are used and apply to all family members, they can be set separately. So if you have a family instance variable BulletDam, it will appear on all bullets as a variable but Bullet A can be set to 10 and Bullet B can be set to 20.

    So you set the individual bullets A and B up on a sheet, where they have their default values for BulletDam. Then when you do the general event if Family Bullet is overlapping Family Enemy, subtract Family Bullet.BulletDam from Family Enemy, in just one event you can set up something where any bullet overlapping any enemy will subtract its own damage from the enemy. I think that's what you wanted, in just one event.

  • You mean to auto create the collision? Well C2 just does a guess, it's up to you to add more points and shape it how you want. Shouldn't take too long!

  • You took out the code that makes direction 1 and 0 mean something. The reason it's still moving and toward the right is because it's set to a bullet. I sent a PM anyway.

  • This is pretty much what families are for, you can combine all bullets into a Bullets family and all Enemies into an Enemies family. Then you have family instance variables so a bullet family damagedealt variable will be available on all individual bullets.

  • Oh yeah, load image ignores picking for some reason. Oops.

  • You need to pick the object and in this case you could use Pick nth instance where 0 is the first button, 1 is the second button. This is essentially picking by the object's IID which is the order in which the buttons were created. Currently you are just applying to all button objects.

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  • Not really; a single sprite, multiple sprites or tilemap seems like the way. It's up to you how detailed you want the collision but it could be performance heavy if you go too wild. Looking at the drawing though, it doesn't look a great deal away from flat lines, more like an artistic style. Maybe a simple box polygon is fine and the zig-zag bit will be okay with a diagonal line?

  • If you want the nearest enemy to player, create an event using the enemy, select Pick nearest/furthest from the list and then set the x,y co-ordinates to player.x,player.y

  • You could use a tilemap to create an object similar to this where you can edit the collision of individual tiles. You could also create that as one or a few sprite objects and edit the collision shape in the image editor but I think that's heavy on performance if you use too many 'points'.

  • You need to pick using the family. Replace the npc controller object with the Animations family.