lionz's Forum Posts

  • 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.

  • 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.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • 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.

  • As mentioned above 'Set Text' is used for refreshing text. Every time you call that it will update with whatever the global variable exists as at that point.

  • In the same way as picking for the pinning, you need to pick instances for animation change so you'll need a for each again to split everything out. When you say for each you are saying for each individual instance of the object. If you don't specify this you are saying please do it with the first instance of the object.

  • Your event will pin everything to the one instance because you haven't 'picked' anything so it defaults to picking the first instance. Your logic should be something like 'for each worker - spawn animation, pin to worker', essentially putting those last two actions into a 'for each'.

  • I don't know anything about the game. Can you receive all quests at once? You would probably need a global variable for each quest, an amount of gold, wood and enemies. You update the text based on which quest you want to show or which one you are currently on. You could set up a variable for currentquest, if it is 1 then show the enemies quest, if it is 2 then update text for the gold quest. Depends how your game works and how the quests are viewed.

  • Under the other animations add a condition play when not jumping (is Jumping inverted)