Minor's Forum Posts

  • When you add the behaviour. In the left hand pane where the default properties are you should see "default controls" set it to NO.

  • Is this how you want it to work.

    Test it

    HERE

    [attachment=0:3k9rc9un][/attachment:3k9rc9un]

  • You can do this using just using imagepoints. Here is an example.

    [attachment=0:1wu2arts][/attachment:1wu2arts]

    Enemies will only be destroyed if the overlap the imagepoint "swordpoint".

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  • With only 8 text sprites & 8 hotspot sprites either way would be fine and wouldn't impact performance or complicate matters. If you do use 8 of each you could use something like.

    On drop sprite 1 overlapping hotspot 1 to see if it's in the correct place.

    For random feedback I would use one of my favourite Construct expressions - choose. You could then use

    Set text - choose("Well done","Good Job","Excellent work") Construct will then randomly choose one of the comma separated values and you can add as many as you like.

  • Easy mistake to make.

    They way you had it at first looks like it should work but when a box is no longer overlapping the sprite you aren't picking a sprite to reset the bool variable.

  • OK I fixed it this time I think this is what you are after.

    [attachment=0:bcy11cac][/attachment:bcy11cac]

  • This works how you want it I think.

    [attachment=0:ryr982yj][/attachment:ryr982yj]

    EDIT** Not what you wanted just realized that if a physics box falls off and no longer overlaps you'll have the same problem.

  • Basic example of how you could handle enemies left & waves.

    [attachment=0:ojuh7f3j][/attachment:ojuh7f3j]

  • Quick and basic example.

    There are 2 ways of doing it in the example checking if the "animation frame" is equal - Toggled disabled.

    Or by checking if the 2 local variables are equal.

    [attachment=0:18wo8h3b][/attachment:18wo8h3b]

  • Facing correct direction fix.

    [attachment=0:2sojp7v8][/attachment:2sojp7v8]

  • Fixed.

    [attachment=0:34mxrkjo][/attachment:34mxrkjo]

  • Here's a very quick example. Just drag the red square around and it'll change to green when it fully overlaps the blue square.

    [attachment=1:1f32m8pu][/attachment:1f32m8pu]

    And if you need it to test multiple objects you just need this simple addition.

    [attachment=0:1f32m8pu][/attachment:1f32m8pu]

  • There is a new stable build R173 out that will open the files.

  • I've made a few changes that might help.

    I've made "dir" a local variable to the "eye" you used a global variable which meant all the eyes moved the same direction, changed at exactly the same time whenever the global variable changed. Now I think they look better, looks like they don't all share the same brain .

    DOWNLOAD

  • There are 2 versions of this on my Tutorials Blog

    Smooth Roguelike movement 1 & 2 one of them should be what you are after.