LittleStain's Forum Posts

  • Giving the object an instance variable and only changing the one with that variable would work..

  • As far as I know it's not..

    What is it you are trying to achieve that you would need this for?

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  • Do you already have a level completed?

    Maybe even two?

    Your question isn't very clear and not knowing how much experience you have in working with Construct2, it's not easy to give an answer that is sure to help you..

    If you could provide a capx or explain better what it is exactly you don't know how to do, I think the answers would help you more..

  • Not trying to confuse you even more, but what might come in handy are groups.

    Groups can be activated and deactivated.

    If you use a group for level-specific events (for example positioning of the sprites) you can have the game specifics always active and just toggle the groups on and off depending on the level.

    Starting the group with a trigger once event would in this case allmost work like an on start of layout (Ofcourse in this case better called "on start of level")

  • I'm not 100% sure, not having worked with savegames, but wouldn't an "on load completed" goto layout "menu", do the trick?

  • The question isn't very clear..

    Do you want the player to move up constantly, or down, or go up and down in regular or irregular intervals?

    Is the game like an endless runner, but vertically?

  • You are talking about the UID?

    That one increases automatically, but the instance variable "number", which is used in the event sheet to make the chain has to be changed manually.

    from the manual:

    inst.uid (read-only)

    The instance's unique ID. Construct 2 issues the first instance a UID of 0 and increments by 1 for each new instance created. UIDs must never change through the life of an object.

    inst.instance_vars[]

    Array of instance variables. Each element is an ordinary javascript value corresponding to the current value of the instance variable at that index.

  • I'm not sure why you are using anglelerp to try and create this effect, but I do know that on collision is only triggered once..

  • If you run your game from the editor it will start from the layout selected inside the editor.

    Instead of using "next layout" you could use "goto layout" and just use the layout name.

    To decide which layout to use as your starting layout after export, it can be set in the project properties-bar.

  • by clicking add/edit instance variable under instance variables in the object's properties-bar..

  • You might be looking for the persist behaviour

    https://www.scirra.com/manual/161/persist

  • Glad to be able to help!

    This is the exact reason why so often is asked to include the capx.

    Conflicting actions/events can be easily overlooked.

  • There is an action within larva..

    On pathfinding arrived - portablestuff destroy

    This event does not pick an instance of prtable stuff and as such destroys all portablestuff instances.

  • If you use on touched Anotherline instead of is touching the stacking will be less.

    Adding another condition like system compare Need5Coins.count = 0

    will make sure the text won't be created unless there are no instances of the text, assuming the text has a destroy after fade out.

  • QuaziGNRLnose

    Good luck on your exams!

    You have already created an amazing plugin and although some of us (me) would love to see those extra possibilities implemented as soon as possible, it's impossible to complain (It might even be called disgusting, haha).

    I do have one question still.

    Except for the usual (max 4 bones influencing vertex) what are the limitations to the skeletal animations?

    One of the most important parts for me would be to only scale the length of the bone (Y), so without changing the X or the Z.

    I'm really looking forward to see if what I have planned will work in a way satisfactory, because my efforts in other Game Development Kits have shown me my limitations in programming.