lionz's Forum Posts

  • That's exactly the same as what I posted above. Click on Family > Pick top instance. The non-family .capx is pretty much what you posted but like I said it gets out of hand with the comparisons on loads of objects.

  • I'm just saying if you want to set the speed of play for a bunch of sounds but you don't want to group them with the same tag then just use normal events like this:

    Set "sound1" playback rate to 0.1

    Set "sound2" playback rate to 0.2

    Set "sound3" playback rate to 1

  • Sounds with the same tag are affected together, that's why it's there. How many sounds do you have? Just list them all? Set "sound1" playback rate, Set "sound2" playback rate if using the same tag isn't convenient.

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  • There is a plugin that allows you to pin to imagepoints which could also be useful.

    http://c2rexplugins.weebly.com/rex_pin2imagepoint.html

  • There are many ways to do it. I made something for you here using an array, something like this to start with?

    https://dl.dropboxusercontent.com/u/495 ... hange.capx

  • a LITTLE fishy, isn't that breach of license agreement? Unless Indonesian friend bought 2 licenses.

  • hi, it's possible that your origin image point is off-centre on one of the frames. In the editor click through and have a look at the co-ords of the origin in the bottom right, are they always the same?

  • If it's always clicking on Sprite 1 to spawn Sprite 1, then you use click on Sprite 1 spawn Sprite 1. If it's clicking on any Sprite in the family to spawn Sprite 1 then you can keep it as clicking on Family and then specifically spawn Sprite 1.

    The inverted overlap is a good use of the family because you don't have to say is not overlapping Sprite1, is not overlapping Sprite 2. That's pretty much what the families are for, cutting down on redundant code.

    Only pick the family when it can be any of the family. In your scenario above it has to be Sprite 1 so you've got to pick the individual object with the create action.

  • Yep that's the way. You can do ghost saves by just prompting a save whenever you want in the background.

  • If you use your method but have a slightly larger non-solid sprite around the enemy object that you use for collision detection do they still drag?

  • martdsam nice! yeah pinning is a better way.

  • Do the enemies have to be solid?

  • To help you understand what's happening here with the logic. When you destroy the first yellow, because of your logic in event 2, it then moves one of the other yellows to the same position and because the explosion is still there it destroys it. Even though it looks like they are being destroyed in their positions, what's actually happening is the yellows are moving to the green sprite/ explosion position as each one is destroyed. I would set up the set yellow sprite to green sprite position a bit differently, not based on the animation but through pinning.

  • imothep85 did you give it a go? or find a different method?

  • This is why I shouldn't answer posts before coffee, also I misread what was wanted, I don't even use that method at all. I normally use Pick overlapping object > jackhammer overlapping rock.imagepointx, rock.imagepointy.