lionz's Forum Posts

  • That method gets crazy out of hand with more than 2 sprites, you'd have to put If Object 1 is not touched, if Object 2 is not touched etc infinite amounts of conditions for every overlap check with different object types, plus that still wouldn't work with multiple instances of the same object, it assumes SpriteA is always on top and then SpriteB etc as it checks them in order. My above method handles any number of overlapped objects with one event.

  • Under HUD layer properties, set Scale rate to 0 and it won't change when you scale the layout.

  • Use a global variable for number of coins. If number of coins is greater than or equal to a certain value then unlock the level.

  • You can do this with one event I think. Add your objects to a family.

    On left button clicked on Family

    Condition: Pick top instance > Family Set scale

  • You don't need to do anything as complicated as that, when two sprites overlap you can reference them as one being 0 and the other being 1. Look at ashley's response here about picking

  • In case you mean that you are stuck on the format it takes, it's "text"&variable, the &symbol allows you to display the variable in the text box.

  • You have to have an initial instance in the layout because this is where it takes the properties from. IID identifies the object instance, and the version of the Particle object with the lowest IID will be the one where the settings are taken from. It is possible that you have edited an instance of the Particle object that is not the first object of its type, it is taking the default settings from the first Particle you placed. You could create 100 Particle objects with different properties and on Create Particle object it would still use the settings of the first instance you added to the layout. Select the Particle objects in debug preview and look at the IID in the object properties, you will be looking on the left for Particles #0. The instance with the lowest IID will have the same properties as the one 'created'.

    Any of the Particle objects you place in view initially will always look correct as they can have separate settings, it is only when you use the Create Object action that it picks the settings from the lowest instance (unless you specify with conditions in the event sheet).

  • With pathfinding behaviour:

    on click > find path to mouse.x, mouse.y

    on path found > move along path

  • With the instant scroll to :

    https://dl.dropboxusercontent.com/u/49548363/test2.capx

    With actual scrolling across the screen I use this kind of functionality:

    https://dl.dropboxusercontent.com/u/49548363/test3.capx

  • That's what I initially thought but the reference to unbound scrolling seems to suggest that he's got a player moving up or left from the start on an unbound layout. You're either moving in the wrong direction or there's some other logic conflicting with the create object events.

  • Well some of the clouds will spawn outside of the layout and initial view because of your settings but you mentioned unbound scrolling..

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  • Get rid of the 'trigger once' on event 4. It's triggering once only before it's had a chance to 'get' it from localstorage.

  • Logic looks fine, load it in debug and check if you have 15 instances of cloud.

  • OK so it's a problem with the saving of the game, someone will look at it and get back to you.

  • Can you please specify what the problem is, simply saying you have failed isn't enough if you want assistance. It looks fine to me, I can select levels...