MaxShadow's Forum Posts

  • 3 posts
  • This is what i did:

    <img src="http://www.freeimagehosting.net/newuploads/ztlua.jpg" border="0" />

    Not the most efficient way, but it works :P I have a bit of experience in other game making programs, like GM, but seems that construct does a lot of work for you, and sometimes simple things become confusing. But I like that I can make basic games really fast, so I'll keep experimenting :B

    The arrays method seems a bit more complicated, because I have to keep track of the array positions. I'll take a look later...

    Thank you again Bartosh :)

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • I just noticed that both sprites were already in a container, that's why it wasn't working XD that method with containers works well in this case, but is not very practical when you have 2 or more sprites to spawn. Anyway, if I don't put them in a container, it correctly picks the last spawned sprite. In fact, the container was the problem. Thank you for the help :D

    also, I uploaded the wrong cap file D:

  • hello people, i'm new here :D i'm experimenting with this great tool, but i'm stuck :( my problem is pretty basic, but i can't find the solution, even after reading some tutorials (although they were for Construct 2). I don't know how to pick a sprite I just created. I read that in Construct 2, spawned sprites can be used in any sub-event or events in the same level, but in Construct Classic I don't know how it works :s I did this:

    For each Player:

          Player 'SpriteID' equal to 0: Player - Spawn Object Sprite5

                                        Player - Set 'SpriteID' to Sprite5.UID

          

          Sprite5 Unique ID is

          Player.Value('SpriteID'):      Sprite5 - Set XY to player.XY

    it spawns one Sprite5 for every Player in layout, but one of them keeps spawning Sprite5's every tick. Also, Sprite5's spawned through the editor dissapear, so i guess that it's affecting every Sprite5, not only the spawned ones

    What i want to do is to spawn one Sprite5 for every Player, then set Player.SpriteID = Sprite5.UID, and move all the Sprite5 to the corresponding Player in every tick.

    i'm probably doing everything wrong :P can you help me?

    sorry for my bad english

  • 3 posts