ramones's Forum Posts

  • I assumed that a family variable is just a shared variable among all objects... so it would just be updating that shared variable a bunch of times until it's the last object's z variable.

    No, each object has it's own value. So you just put the z variable on the family instead of on the individual objects. Or if you give the family another var 'z2' like r0j0hound said, it will save you having to change your existing code.

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  • Here's a capx: randomKickPunch.capx (r105)

  • +enemy: Is overlapping player
    +enemy: NOT Is animation "punch" playing
    +enemy: NOT Is animation "kick" playing
       -> enemy: Set animation to choose("punch", "kick")
    
    +enemy: On animation "punch" finished
    -or-
    +enemy: On animation "kick" finished
       -> enemy: Set animation to "idle"
    
  • There's a link to the FAQ thread in Kyatric's sig. Lots of good examples in there.

  • You're not loading the ArrayPow array. When you click the load button you set Layout to ArrayPow.At(1,2) and VX to ArrayPow.At(2,2) etc. but you haven't loaded the ArrayPow array from webstorage so all thoses values are 0.

  • You can use 'System:Compare two values' along with the distance expression - distance(x1, y1, x2, y2). So you'd have something like:

    +Keyboard: [b]Y[/b] is down
    +System: For each [b]Object[/b]
    +System: [i]distance(player.x, player.y, object.x, object.y)[/i] < [i]200[/i]
       -> [lift objects...]
    
  • Every event is an if statement. If the condition is true then it runs the action. There's a 'System: Else' condition as well that is true when the previous condition is false.

  • I assume you're using 8 Direction. One of the properties is 'Set angle' and you can change that to 'No'.

  • Oops, edited above. I forgot to set the animation back to walk when bounce is finished.

  • +System: For each [b]Object[/b] order by [i]Object.value[/i] descending
       -> Object: Set scale to 2
       -> System: Stop loop
    
  • Anyone know where I can buy a new F5 key?

  • +snail: on collision with box
       -> snail: set animation to "bounce"
    
    +snail: on animation "bounce" finished
       -> snail: set animation to "walk"
       +snail: action = "right"
          -> snail: set action = "left"
       +else
          -> snail: set action = "right"
        
    +snail: Is animation "walk" playing
       +snail: action = "right"
          -> snail: simulate pressing right
          -> snail: set not mirrored
       +snail: action = "left"
          -> snail: simulate pressing left
          -> snail: set mirrored
    

    Something like that...

  • You could give each sprite an instance variable 'number' and set it to the number. Then move the player to the position of the sprite with 'number' = 53.

  • Dunno what you're doing wrong. What you describe should work.

    flash.capx