lionz's Recent Forum Activity

  • use 'every 3 seconds' instead of wait. system condition every x seconds

  • You could set a variable on the object and add 1 to it on each click and set the text to "PRZ-000"&var but you may come across an issue when it reaches 10 if PRZ-00010 is not acceptable and should be PRZ-0010 you may need other logic to define this.

  • If you select balloon object there is a condition 'on destroyed' which triggers when the object is destroyed. You select the pinned object and there is another condition 'pick nearest', you can combine this with the destroyed condition, pick nearest pinned object to balloon.x,balloon.y (balloon is already picked by destroyed condition)

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  • You just need to relate the pinned sprite to the balloon somehow. If you put the balloon and pinned sprite in a 'container', then when you use destroy balloon it would destroy the related pinned sprite that was created with it.

    You could also use something like on balloon destroyed, pick pinned sprite overlapping or nearest to the balloon and destroy it. Container gives you more control though and avoids using an overlap check as they are already linked.

  • It may be because you used a function, the picked instance doesn't automatically follow through that. It's been a while since I've seen those function types as I don't use C2. If you try something more simple like a destroy action you should see it recognises anything near the touch.

  • Is the text object big enough to show more than 2 lines? It's not totally conclusive. Let's see the events you used.

  • I don't know how you've managed to do that as usually the limitation is the opposite, that it will click through all collision that is overlapping.

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  • The issue is - because you have 2 player anims overlapping each other in level 2 it spawns 2 collision objects so 7+7 damage. You have player set to global so it continues through to the next level, this means you don't need to put a player at the start of the second level.

  • It's because you're picking a block then creating a new one so the conditions don't really relate. I don't know how your game works but if you can keep creating the same block but it should only subtract from the variable once then the simplest way is to subtract immediately when you tap a block and also set the variable on it so that when you create future ones the variable wouldn't be adjusted. If it must be on a drop then you're going to have to do something more complicated, setting a variable on the initial tapped block and then applying that to the one that is created so on drop you can check it.

  • Yep variable should work, I don't see one? You can even do it with one event, the Blocks family and a family instance variable.

  • There are game demo / projects with Construct 3 and one of them is called Endless Runner, check it out.

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lionz

Member since 5 Aug, 2013

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