lionz's Recent Forum Activity

  • As mentioned above the container won't work, the easy solution you're looking for is to make it one object. The behaviours can go on the Family object.

  • There is a fairly new feature called Hierarchy but I don't see it in use in your project. I've not used it myself and not sure if it's required here. As far as I can tell it's more for animations in a scene. I would create one Family for 'Enemy' and add all behaviours, anything else is overcomplicating it.

  • Wait I just noticed you are picking Enemies then trying to play an animation on a different object EnemyAnimations, that isn't going to work as they don't relate to each other, and putting them in a container isn't going to work as you are using families. You should use one Family object for Enemies.

  • Get rid of the trigger once, also the Else. Use an event 'move to is not moving' for the Idle animation. Can't see the original file but if you had a problem with picking, adding a trigger once was not the fix.

  • On item get - get item, isn't that a weird loop? I dunno if that has a strange outcome

  • You do not have permission to view this post

  • Do you need tween? What is this specific way you need to move the enemy?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • 'On object clicked' is enough to select the specific instance. Any actions such as creating the star then apply to that instance. To stick it you can use the 'Pin' behaviour.

  • Not sure why you would need to alter the values, it should be player.x+2*cellsize. It's not really compatible but if you are using tween to move then it shouldn't be a problem? If you really must use tween you could drop tile movement altogether and use co-ordinates only, one or the other seems fine. Tile movement gives nice control though as you are always moving to a grid position.

  • You could run a function where inside it is 'pick all family - set opacity 50'. Then on the click event you just need the actions for function and family set opacity 100. This should set all family instances to 50 and then still pick the one instance you clicked to set to 100.

  • To ensure smooth picking I use a 'for each sprite' loop with a 'for each family' nested and there I add the condition to compare the variable.

  • I guess that wouldn't work because it's looking for an x co-ordinate. Since you know the grid size you could use object.x+64 if the grid size is 32x32 for example.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 73 followers

Trophy Case

  • 11-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

24/44
How to earn trophies