lionz's Forum Posts

  • Whether you are disabling the behaviours, which isn't possible with these ones, or using 3 different bullets, seems like about the same amount of code. i.e. not much

  • Hmm it's not totally clear what you're asking for. If I'm understanding it correctly you can set up a completion % as a global variable and display it in text. Add to the % as you complete certain objectives in the game.

  • It'll be something to do with the logic as pressing Z key will work instantly.

  • Then you probably need three types of bullets. One that collides and bounces off a wall, one that is destroyed when it hits the wall and one that doesn't collide with the wall and has wrap behaviour.

  • Any object in a global layer is global so you don't need to also make the object global. If you do this, it keeps the global object between layouts and then creates everything from the global layer as well.

  • I don't think you can toggle those behaviours on and off, and I don't see why you would want to. If you really want an object that can sometimes wrap round and then sometimes is destroyed I would just create two separate object types.

  • https://dl.dropboxusercontent.com/u/495 ... n%202.capx

    Like that? Your original capx was already fine although yes you don't need to set an isCollided variable. If you are overlapping the tile then collision is true.

  • It moves towards the position at a constant speed and it is exact, probably what you are looking for. If you want to just teleport to a position you use set position.

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  • System Pick by evaluate, Pick Sprite by evaluating Sprite.IID=0 - Set text to Sprite.UID.

    That will display the UID of the Sprite that has an IID of 0.

  • UID is a unique ID given to each instance in the game.

    IID is a number given to identify its order in a given object type.

    You can have a Sprite and a Sprite2. They can both have an IID of 0 but never have the same UID.

    What is it that you are trying to achieve? Yes, you could pick a sprite with iid=0 and find it's UID.

  • I chose to change between which quest is displayed. You can display all quests in one text object if you really want.

  • Nope, but why would you want to? It's only used to identify a particular instance.

  • It's just to do with the speed, acceleration and deceleration, those kind of options. If it takes a longer time to slow down it'll shoot past it or can start slowing too early. I'm not entirely sure what the perfect settings are to stop immediately but maybe somebody knows.

    If you want to move to an exact location you could try the rexrainbow moveto plugin, which doesn't have the need for physics and speed settings on an object. It simply moves the sprite to an exact location.

  • It should arrive at the position you've specified.

  • You have to ultimately integrate it with the Steamworks SDK I believe. For Greenlight though yes it is just a video and some images.