lionz's Forum Posts

  • Edit the collision box, it's the button under the imagepoints in the image editor. You can add more points and shape it how you want.

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  • Did you check the font section on the properties bar to see if it's listed in C2?

  • Make sure all the players are in one family and it's good to go

  • I see what you mean, I was checking Family colliding with Family or Sprite colliding with Sprite. Is it essential that you use the logic Sprite colliding with any Family? I would just use the object name for picking as inheritance on families is strange.

  • If 'Block' is a Family itself then PickedCount is 2, if 'Block' is within a family, PickedCount is still 2. Your PickedCount return action must be in the wrong place.

  • Where it says 'Loader style' set it to 'nothing'. Although depending on the device or your setup it may just show a black screen instead of the blue load bar.

  • It refers to the ones involved in the collision. On object collision > sub-event : Pick instance 0, Pick instance 1. Instance 0 is the first object to collide, instance 1 is the one collided with. So if you set up the following :

    On sprite colliding with sprite :

    ----Pick sprite instance 0 : Text 1 set Text sprite.UID

    ----Pick sprite instance 1 : Text 2 set Text sprite.UID

    Text 1 would show the UID of the sprite that collided and Text 2 would show the UID of the sprite that it collided with. This is how I do it when it is the same objects that are colliding.

  • Yes it's because of the wait. You are not destroying the player object when it dies, rather repositioning it so the player can move the sprite whilst the wait is going on. Put the wait outside of the function or don't use a wait at all as in the above example.

  • With the on collision event, you can use Pick nth instance, instance 0 and instance 1 will be the two blocks colliding with each other and you can reference and use them in that way.

  • Well you wouldn't need the Else then, 'Is downloading update' will be enough as you're checking them every tick. What is the issue then, can you post a screenshot of the outcome and the box displayed? Are you referring to the Construct 2 progress bar?

  • Those browser events probably need to be a sub event of 'on start of layout'? They're separated out so they run every tick and the Else will not work correctly.

  • How are you enabling the 8-direction and spawning the player? If you return to a layout with a sprite that had 8-direction assigned then it should just work so must be an error with the logic somewhere.

  • What event logic did you use to try and set the text, was it Set CSS Style?

  • Dropbox is the way, my saviour on a number of occasions.

  • Well it will need tweaks for sure. You can put in a condition that checks if you're already overlapping an imagepoint then don't do this action. There's a detection in C2 for nearest/furthest. You could incorporate that somehow to find the nearest imagepoint to the sword and only trigger that one. It's all about investigation