lionz's Forum Posts

  • 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.

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  • 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.

  • You can use jackhammer is overlapping at offset rock > offset x is jackhammer.imagepointx, offset y is jackhammer.imagepointy

  • If they are on the same layer then look at Z order : https://www.scirra.com/manual/157/z-order-bar

  • You probably want the condition:

    Is on-screen

    True if any part of the object's bounding box is within the screen area. This is not affected by the object's visibility or opacity.

  • Have you tried it? Seems like you already know what you're doing.

  • Yes, look at layers... https://www.scirra.com/manual/85/layers

  • heyguy np

    MatheusCastellar sorry, debug masterer. You put more effort in with a screenshot though

  • Because of the way you've set this up it's always picking the closest movement square on screen to the player regardless of which enemy it's next to. You'll have to do some checks for each enemy pick the closest movement square to the enemy that is also the closest to the player.