lionz's Forum Posts

  • Use of the physics behaviour shouldn't be lowering FPS too much, there must be some other problem.

  • On the right side, right click the current layout and select Duplicate. This will clone the grid properties for the new layout.

  • So by 'forward' you mean moving up the Y axis i assume ? To move up constantly use the Move At Angle event, where the Angle is 270.

  • I think Burvey meant you may be spawning them constantly on the same location so they would appear blurry as its loads of clouds overlapping? Maybe the time event works as expected and only spawns the one cloud but the variable comparison is always true so it keeps spawning them. Cannot tell without looking at the events really : D

  • Easy to solve if you post a screenshot of the events you made!

  • From the FAQ - LINK

  • Post a link or demo of what you already have set up then it's easier to tell you exactly how to disable the correct movements.

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  • Something like this?

  • I don't understand the crazy load game method. Link to a demo of the game so I can see how it saves/loads please.

  • I've just done this very easily. All you need is : -

    On Load Complete

    Cond: If any audio is playing > Stop All

    Essentially what the guy above me was saying to do as well.

  • You said you were willing to do some simple UI. Not sure if you can get more simple than a box being made visible.

  • It doesn't work if you stop all sounds and music before the initial save takes place?

  • NECROKRIEG

    I have created the following functionality. Hopefully this is helpful, I thought this would work better than choosing a random empty slot. If you definitely want it to choose the nearest empty slot then I can help set up some logic but it's late now : P

    • On drop, card goes to a slot if overlapping

       - if slot is full then card will go to original starting position

       - if slot is empty then card will be placed in slot

    capx

  • I don't like this logic being triggered by animation frame. If the player moves the character or in future you allow the player to do different things that cut the throw anim out halfway through all the logic is gonna mess up. I would set up some functions for throwing the bomb then detecting if it hits the floor and destroying it. You have a load of different logic hooked up to when animation frame = 2 as well which could be causing conflicts. I would definitely avoid using the anim frame stuff to trigger this fairly simple logic.

  • Change OnLanded to on collision with the floor object and see if it's still broken.