LittleStain's Forum Posts

  • This is a simple picking problem.

    You are not referencing the Enemysword1 in your first event, so all are selected..

    You probably have a way to keep enemysword1 attached to each enemy, so you should be able to pick the right sword in the event..

    So the event should be something like:

    Enemy is overlapping

    Pick attached enemy sword

    set enemy sword invisible

    spawn slash at enemy.x,enemy.y

    enemyslash On animation finished

    Pick right enemy / enemysword

    set enemy sword visible

  • If you want to use the physics-behaviour, you should make the unicycle out of multiple objects..

    Seperate the wheel from the top (Use Circle for collision mask of the wheel) , create a joint with the seat..

    when pressing left or right set the angle of the seat and add a torque to the wheel if wanted..

    Compare the angle of the seat and if it's too big, add an action to make it fall (very much a matter of your choice how to do this)

    You already made the Same Topic

  • Using the "system goto layout"-action?

  • You could load data from json into an array and set the tiles of the tilemap based on the array-data?

    You don't need to specify the tilemap or the png inside the json, for it would only contain the number of each tile that should be placed.

    The tilemap object itself would already be there.

  • Three other suggestions:

    • Add a Global variable LightsOn;
    • Use persistent layouts;
    • Use localstorage to save the state of the light;
  • You should probably just add an "else" event, but you could also do it by right clicking the "mouse is over" event and choosing invert..

  • Scroll to behavior worked for the player sprite but not for the objects I would like to stay there in one place all the time. UI. But there is no setting for it!

    Put all the UI objects on a separate layer..

    select the layer in the layer bar (if not visible check the layer bar under the view tab)

    In the Properties bar set the layer paralax to 0,0

  • Like I said:

    There is a simple solution for your issue, but without having a look at your capx, we can only give limited advice/answers..

    I'm pretty sure, all you have to do is to get your collision-polygon right, or if that's for some reason impossible, use a seperate sprite for the movement behaviour.

  • Could you explain what part of creating it you have trouble with and provide a link to an example, so we don't have to search the web ourselves?

  • Create a global variable

    keyboard on enter or on button clicked

    system add : int(NumberAmount.Text) to global variable

    NumberAmountText set text : global variable

  • Perhaps a stupid question, but why are the balls solid?

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  • With only these events to go by..

    You are setting a text to highscore, but not the variable highscore to which you check the score..

    I assume the variable highscore stays 0 so Body will always be higher than the variable Higscore and as such is saved..

  • seems like you have offset the grid by 44px because of the border..

  • I guess you'd like to check if current points are higher than the localstorage value, if not set global variable to localstorage.itemvalue, if so set the localstorage to the global variable..

    Right now you are only setting the localstorage if it doesn't exist yet..