kriand's Recent Forum Activity

  • If you were to implement my suggestion, you would realize that it now works for each object.

    1drv.ms/u/s!Ap_-qxoGKbDcg2GaK0_1xNIMyOhd

  • Hey Alon

    maybe this can help you:

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  • zumwaltwood

    Reboot the layout or load a savegame are normal operations when the player dies. If you only reset the player, you would not only have to reset the coins, but also the enemies and all other stuff that have changed. An unnecessary effort. He would have to have very specific requirements for his game, so that a layout restart/savegame is unsuitable. But I suspect he is trying his first, simple platformer.

    xfairytale

    You can load the game demo 'Kiwi Story' on Construct 3 startpage. Here you can get some inspiration.

  • The question is, what happens after the player dies? When the layout is restarted, all coins are back automatically. If you have previously created a save state and this loads, the coins are also back automatically.

  • It is not clear whether you are using the 'Shake' action from the ScrollTo behavior or you use your own creation.

    You dont need to enlarge the layout. Just enable the 'Unbounded scrolling' option in Layout properties. To change the color of the exterior, disable 'Transparent' of your lowest Layer and change its color. Or you enlarge your background image.

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  • You do not necessarily need an inverted condition if the code is as in the screenshot. Yet you see there how you can convert it into 'is NOT overlapping'.

  • As long a the function dont have any 'Wait' actions, it should run before.

  • This problem occurs because you dont define which instances you want to pick, so all instances change their color:

    First: You change the animation for all charm_multiply2 with charm1=15 and for ALL (no exception) charm_color2.

    Second: When a charm_color has color=1, ALL charm_color2 change their color.

    I deleted the container and on the layout I assigned the charms to the appropriate groups (via instance variable 'Group_ID'). Also i improved the events under the "CHARM" group (i hope without bugs ;).

    1drv.ms/u/s!Ap_-qxoGKbDcg2ApnwzwFf_eilv6

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  • As you can see from our two examples, there are many ways to do something. Depending on the composition of the rest of your game, one procedure may be better suited than the other. It is important to read about the basics of an object in the manuals and to try out a few things in a separate project in the simplest way.

    With Construct 2, creating one Sprite for every Item and put them all into a family was no option for me, when i made my inventory template. But things are different in Construct 3 since it has the action 'Create object (by name)'. Depending on how the rest of your game is set up, it would be quite an option.

  • To save global variables and sort values better, you can create a global object and assign instance variables to it (for example, array or dictionary). You do not need to update the values every tick, just check if they are different. if your animations have the same names as the values in the second row of your array, the code should look like this:

    PS: you should not use the first column of your array for labels. something like that is in better hands separately.

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kriand

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