lionz's Forum Posts

  • Collision should happen regardless of the Z order. Top of Z order is the top layer you have set up. Send link to .capx if you want some help with this. It could be any number of things - perhaps the collision is not set up correctly on one of the sprites? do you have behaviours attached to the sprites where they are set to not collide with solids?

  • Set up a second animation with whatever you want to display instead of the main animation. Then set up OnStartOfLayout > Play "Second" Animation.

  • On event 99 disable the destroy. As for flying past the target, it seems to work fine for me. It always hits the top part as I would expect.

  • What's the bug?

  • PixelRebirth

    Nice! I really should look into arrays a bit more..

  • I had a think and possibly a better idea...give them IDs starting from 0 and counting up. When one is removed randomly from the middle of the queue i.e. it has ID #3, disable the movement logic for anything with a lower ID number. This will work better as I realised that you will probably need to halt tiles on other rows. So if the tiles are lined up as 5 4 3 2 1 0 and you remove 3, it appears as 5 4 [ ] 2 1 0, you stop 2 1 0 from moving and it would end up 5 4 2 1 0 eventually. I didn't look in detail at how you were doing the movement but I could see co-ord type logic so just disable that. You should be able to easily compare an instance variable and run a foreach function for every object that has a lower ID.

  • If you mean some kind of gravitational pull then yes, use 'MoveToward' when the object is in range.

  • You should still be able to make a team with people from other countries : D

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I am a fan..

  • OnStartOfLayout event > Play Sound action

  • Tricky..

    In my mind something like detect what rows the tiles are on. When one is removed, if it's on a row moving right then detect if there are tiles on the same row with a greater X than the empty slot, stop these from moving until the slot is occupied.

  • You are never setting anything to Enabled

  • Add a condition so that the event only runs if wood "IsNotTicked"

  • Player Speed !=0 was overriding two events at the same time. This should work :

    <img src="https://dl.dropboxusercontent.com/u/49548363/animation1.jpg" border="0" />

  • Add Event > "Object" > Compare Instance Variable