lionz's Forum Posts

  • As seen in the first response, yes you use families, this avoids the need to duplicate events for each enemy type, that's what families are for!

  • Destroy them on start of layout then create them when you need them. If they are outside the layout but then destroyed then they are loaded in memory and any lag is avoided.

  • You can toggle it off with a variable.

    Create the bullets with condition (if variable =1)

    If bullet collides with object set variable to 0. First event is now locked out.

  • Give the plot family a boolean variable, something like isSelected. When clicked set the variable isSelected to true for that plot. When the list of buildings comes up, build the selected one on the plot that is set to isSelected=true.

    Logic will be something like :

    Plot(family) on clicked, set family instance variable isSelected=true, load building menu.

    Building (from menu) on clicked, create building at plot(family) where isSelected=true.

    Plot(family) set isSelected=false. (clear)

  • There is probably a shorter way of doing what you are planning to do. Describe the exact building steps and selection as it's not totally clear with the plots and buildings.

  • You can do it two ways. You could not use families as families are only needed for when you're applying something to all of the buildings. So when you select building C from the menu, you just create building C, no need for families.

    Or you can use family instance variables. You have a family of buildings, bldA, bldB, bldC. If you go to the menu and select bldC, it creates a building, and sets family instance variable type to C and elsewhere you have logic that links C to the animation, properties of bldC.

  • Observed Result

    The two sprites use the same obstacle parameters

    That's because they're both using a family pathfinding behaviour.

    It's not impossible to do, just give them their own separately named pathfinding behaviours if they are going to be different, don't use the shared family one.

  • Pick them by using a system 'for each' monster, should treat them separately.

  • The image link is broken, also my head hurts..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • When you click a button it's easy for the event to be true. On clicked, play audio. Your second event might never be true, set something else other than audio like 'destroy object' to check it is even being triggered with the touch. My guess is the touch event never works? Is acceleration ever > 10 ?

  • You use 'for' 1 to n, then create object with instance variable as 'loopindex'

  • You can give it a bullet behaviour and have it set angle toward touch.x, you can have it 'move forward' a number of pixels toward touch.x or you can use rex's 'moveto' plugin which allows the player to moveto a touch position.

  • Look I have a serious need, I'm not here to play nor to waste my time reading comments written with their feet.

    if you have no solutions to the problem just shut up, nobody forces you to write just to write something. I have a real problem and need a real solution, if is possible, otherwise patience, I will continue with CTRL

    Annie are you ok? It's ctrl+mousewheel, +/- or select any of the zoom buttons in the editor.

  • Could be caused by a few things: check your every tick events, you could be creating more settlers than you think, you could be using unnecessarily large images, you could be rebuilding pathfinding maps and obstacles too much. I have 100 units moving together to locations and framerate is fine.

  • I think he means in the editor? You can always use +/- on the keyboard