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  • I was also looking for this when i started using Construct.

    Like many other tools in construct, customization possibilities are very limited to specific use-cases.

    Set image points and forget about the collision mask and its related actions altogether.

    Gives you so much more possibilities.

    Not just for picking points or ingame visibility, but for actual mathematical solutions for simply everything.

    If you're going for something simple, that's great.

    Otherwise stop trying to use the built-in tools because they're most likely not going to serve your needs.

  • Hope it helps.

    To achieve what you want, simply focus first and decide on what exactly you want to achieve.

    In the end it's always the same:

    1. Pick the right object (left side -> events/expressions)

    2. Modify the right variables/values (right side -> actions)

    If you are not sure on how to do something specific, take a look at the manual.

    All the basic things are covered there and should help you to find your way around.

    construct.net/en/make-games/manuals/construct-3/system-reference

    Here you see some connections as of data is being set to which picked object.

    I see at the bottom still some issues, such as the Knob.Value which sets its value to the last selected Knob. But it should give you some idea on what is connected with each other.

  • That's because i didn't touch your code down there. ^^

    Here, fixed that for you.

    Please note that i didn't read myself through your code, so it's absolutely possible that there's still something messed up.

    You should personaly know what you're doing.

    If you can't keep up with your own pace, make sure to add comments to your own code so you understand what's going on, even 5 years later.

    https://gofile.io/?c=VRqIsM

    You can still put that bottom part together with what i wrote to make it smaller.

    --------------------

    Update

    Here's a cleaner version:

    gofile.io

    Enjoy

  • Ok i think this is what you want:

    gofile.io

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  • I'm confused, i thought that's what you were looking for?!

    You said "reset to initial values".

    And that's exactly what it does.

  • gofile.io

    I've set a default instance variable directly onto the knob.

    Of course your could also set local variables directly into the code.

    Or use global variables instead.

    But this should work just fine.

  • Use the system expression:

    ProjectVersion

    Return the version entered in to Project Properties. Note that this is always returned as a string, not a number.

    So you can simply put a text object onto your main screen.

    Then set text by expression:

    Now update your project property - version by hand just how it makes sense to you (right below Project Name).

    And it will update automatically ingame while testing or for actual releases.

    Usualy 1.0 is considered a major release, so start below and set your personal goals.

    Something like:

    major.minor[.build[.revision]] = 1.2.12.102

    en.wikipedia.org/wiki/Software_versioning

  • I don't think so, at least not with built-in features.

  • I can't remember what i've had, but i used the year voucher close to the release of C3 and i don't have any vouchers left available, so it was just 1 for me. But take it with a grain of salt, i'm really not sure. Maybe they changed it in the meantime.

    scirra.com/users/goury

    Your Construct2 Medal is still there, it's just not displayed on construct.net because this website is mainly about Construct 3.

    Scirra.com = Construct 2

    Construct.net = Construct 3

    I've loaded tons of old capx from Construct 2 into Construct 3 and it always worked perfectly fine.

    The only issues that you might run into are missing plugins. A lot of REX plugins have been ported already though: wasthataddonported.surge.sh

    While some are simply no longer required.

    But i would say that it's definitely worth it to port it over.

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  • If it's supposed to be a classic tower stacking game, why don't you disable physics once the object has been placed?

    There's no need to further simulate physics with hundreds of stacked sprites, especially not for those outside of view.

    I would suggest:

    On collision -> wait till somewhat stabilized -> disable physics if stable

    So the next one falling down has a flat surface to work with.

    Unless that's your intent of simulating everything with accurate physics.

    However that's gonna be a tough one.

    Some hybrid physics might be better to simulate a long wiggly stick based on current height.

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Everade

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