lionz's Forum Posts

  • What do you mean by layout 2 is already running? You can only be in one layout

  • The real question is, why do you need to detect if both shift keys are down?

  • You could use 3 global variables which are the ability name then when you press the key it runs a function with that ability name, so if it is Q W E then you press Q and it runs variable 1 name through the function. Or if you click it then the same thing, grab the variable name and use the ability. The image doesn't really show much about the gameplay so hard to guess at this.

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  • You could use object is visible rather than layer

  • What is the first problem? I didn't understand. For the second problem there are a few ways you can do it. It is about picking the correct instance of fruit. You could give the one you are dragging a variable value to differentiate it, so when you check overlap you can destroy the fruit where the value is not set and keep the one you were dragging.

  • Stored at the same x as what? You didn't give enough info about how you are using the array.

  • For this you don't pick with the family but the sprite object itself. Family is used when it applies to all.

  • Actually yes you could set it to 'static', it will retain its value

  • It resets every time you run the event, so every time you click on the object. Maybe you are looking for an 'instance variable' on the object itself.

  • When you have one sprite object with all the possible covers it loads everything into memory even when you might not need it. It is better to have separate objects for each cover. Cutting down the individual image the best you can is also good. As for applying to all covers at the same time, use a Family.

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  • You created an instance variable 'frame' but it's not used, do you need it?

    Because your animation is 120 frames, you can cut down on image memory by removing the backwards animation and instead playing the forwards animation in reverse by setting animation speed to -60

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  • Add timer behaviour to object A and say, object A on collision with object B, start timer. Then have another event 'on timer' destroy object A. And another one to cancel the timer like object A not overlapping object B, stop timer.

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