lionz's Forum Posts

  • You don't create a sprite by IID so not sure what you are trying to achieve with that ? In general though if you are picking from the array you find the row of the relevant object in the array then if for example the row is 3, and the co-ords of the object are stored in columns 1 and 2 you would create the object at (array.at(3,1), array.at(3,2). Also to note you can just store all this data in one array.

  • The global variables don't relate to any specific bullet. You can move the sub event for GV in the key press bullet creation event so it is one event.

  • Depends how you made it, show us

  • What do you mean by layout 2 is already running? You can only be in one layout

  • The real question is, why do you need to detect if both shift keys are down?

  • You could use 3 global variables which are the ability name then when you press the key it runs a function with that ability name, so if it is Q W E then you press Q and it runs variable 1 name through the function. Or if you click it then the same thing, grab the variable name and use the ability. The image doesn't really show much about the gameplay so hard to guess at this.

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  • You could use object is visible rather than layer

  • What is the first problem? I didn't understand. For the second problem there are a few ways you can do it. It is about picking the correct instance of fruit. You could give the one you are dragging a variable value to differentiate it, so when you check overlap you can destroy the fruit where the value is not set and keep the one you were dragging.

  • Stored at the same x as what? You didn't give enough info about how you are using the array.

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  • For this you don't pick with the family but the sprite object itself. Family is used when it applies to all.

  • Actually yes you could set it to 'static', it will retain its value

  • It resets every time you run the event, so every time you click on the object. Maybe you are looking for an 'instance variable' on the object itself.

  • When you have one sprite object with all the possible covers it loads everything into memory even when you might not need it. It is better to have separate objects for each cover. Cutting down the individual image the best you can is also good. As for applying to all covers at the same time, use a Family.

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