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  • This is very easy to do with hierarchies and templates.

    Create all your hierarchies on a separate "Assets" layout. Select multiple objects, right-click the parent sprite and choose "Hierarchy - Add selection to this instance".

    Then in properties on the parent object set it as a template and give it a template name.

    Now when you create the parent object, you can specify which template to create it from, and if you tick "Hierarchy" textbox, it will be created with all its children objects.

    In your case you can use an invisible sprite as parent.

  • Not necessarily, you can simply use fixed values in your Tweens. For example:

    Cursor is over Btn : Tween size to (64,22)

    Cursor is not over Btn : Tween size to (60,20)

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  • I meant Btn, not Button, the name of your button sprite.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/sprite

  • Select event #6 and press X - this will create "Else" event, which basically means 'player is not moving'. There you can set "Stand" animation.

  • You can add "Player is moving" event. Create sub-events (press B) and move your events 6-9 as sub-events there.

    Player is moving
    ....(sub-events)
    ....Player is between angles
    ....Player is between angles
    ....Player is between angles
    ....Player is between angles
    Else 
    .... Skin set animation to "Idle"
    
    
  • There is nothing the application can do about this.

    Ashley Then why is there a "GPU Preference" setting, what does it do?

    Instruct players to manually change their system settings to use the discrete GPU

    I tried that on my gaming laptop, and NWJS game still immediately reverted to iGPU. I couldn't get it to run on dGPU at all.

  • Is this for a game jam? The codebase in this case would be the entire C3 project file. It is not possible to separate event sheets from the rest of the project.

  • The same happens with NWJS export - even when GPU Preference set to "High performance" in project settings, the game runs on iGPU.

    Consider posting a bug report:

    github.com/Scirra/Construct-bugs/issues

  • As an experiment, try Bullet or Sine behaviors for the wall. They have been around for ages (long before MoveTo) and may work better with the Platform.

    Another option I would try is making the collision mask on the solid wall wider.

  • No need to use Physics. Just spawn a projectile with Bullet behavior and gravity.

  • Your whole approach is wrong. You have 4 different objects - espacio1-espacio4. It needs to be just one espacio object with 4 instances (copies).

    The same with CARTA1-CARTA4 - it needs to be a single sprite CARTA with 4 instances. You can use multiple animations in the sprite for your cards.

    .

    Once you make these changes, you will be able to run a loop like this:

    For Each Espacio order by random(1)

    .. Pick unassigned card and move it to espacio

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dop2000

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