LittleStain's Recent Forum Activity

  • you have to pick the instance in the event which controls the destroying.

    If you don't tell Construct2 which instance you mean it will perform the actions on all instances.

    There are a number of ways to do the picking.

    If you are comparing an instance variable, usually a system for each event will solve your problems.

    you could also just put the check as a subevent of the event where the instance variable is changed, for the right instance should already be picked in that event.

  • white background? Are you using the textbox object instead of the text object?

  • right click on an event sheet choose include and all events on that sheet also count for this event sheet.

    You can only use one event sheet per layout, but this event sheet can have many others included.

  • Did I say anything about copy-pasting?

    Including event sheets is not copy pasting..

    It's referencing an event sheet in another and thereby not needing to copy-paste.

  • Instead of adding a layer you could also adjust the z-order through events.

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  • so use a different object for the dragdrop than for the turret on the layout, you could use the same image ofcourse.

  • on item touched create new object

    drag object..

    on object dropped

    -create turret at object.x, object y

    -destroy object.

  • add a condition

    for each enemy

  • Like it says in the manual including event sheets with global events into layout-specific event-sheets is usually the best practice, but there is no absolute right or wrong.

  • It wouldn't conflict if you gave your enemies a boolean and switched it when the effect is needed and switch it back after effect has played.

    Then make the "normal" behaviour play when boolean is false and the "knockback" when boolean is true.

  • BTw: the egg.capx was from justifun and not me.

  • Ok let me try to explain why what you want to do isn't easy..

    You want the sprite to be at mouse.x, mouse.y all the time, except when the mouse is overlapping the egg.

    So you are going to have to tell the sprite what to do when the mouse is overlapping the egg. This is the hard bit, because you want it to follow the mouse, but it can't because the mouse is overlapping the egg. So you have tto tell the sprite how to follow the mouse, without overlapping the egg.

    if you want to click somewhere and have the sprite go there you can use the pathfinding behaviour and it will go around the egg no problem.

    But you choose to have the sprite at the mouse, so it's pretty hard to tell the sprite what to do when that is impossible.

    So If you can find a simple way to explain in normal language where you want the sprite to be when the mouse is overlapping the egg and how to react when the mouse is no longer overlapping the egg, maybe than there is an easier way to explain it to the computer too.

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LittleStain

Member since 26 Apr, 2011

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