Create instance variable set it as boolean. Let's name it "placed". In placing object condition where you put shift key pressed add boolean "placed" condition is false, then set the boolean "placed" to true in action as locking state for that furniture. So if a furniture has true boolean condition it won't able to move.
Here useful C2 article to create tangram game:
web.archive.org/web/20150624174615/http://www.gamechange5.com/devpage/14
Related topic: construct.net/en/forum/construct-3/how-do-i-8/click-drag-rotate-shapes-171244
Here a shooting charge example to help you understand the mechanics:
dropbox.com/s/helqwnbyctohaoi/charge_hold.capx
Hopefully the logic can be applied to your project.
Set physics off when it start dragging. Enable physics back when you drop/untouch the object.
Develop games in your browser. Powerful, performant & highly capable.
Sure make something works as efficient as possible is always a challenge for me. Lot of things can be pulled out of expression.
It's a problem with Btn_OK.Y at event 5.
A fix:
-> System: Create object Btn_OK on layer 1 at (Btn_OK.X, Btn_DEL.Y), create hierarchy: False, template: "text"
Then switch action position with Btn_DEL.Y so OK_Btn action after Btn_DEL.Y
Trigger Once --> Set scrollY to (512/2)+32
Evaluate whether certain segment of elevation has passes so the camera view start to scroll into segment beyond. It is possible if you utilizing ternary operator (with little effort yet more expressive!):
dropbox.com/s/fudwcc11w1xn9lb/moving_up.capx
Alternatively you can use cloned sprite & play with the scale ratio: dropbox.com/s/a5bzym3aex89j70/platform_slope.capx
In the example I use blend mode but you can add fx or pre-white-out the clone.
As long as you have the list it is possible: dropbox.com/s/gkmisirvgeraiqx/tempel_simpel.capx
Remember puzzle game called "Cubis"? This one is my attempt to create similar gameplay. Current development is make sure the movement in isometric coodinate system is correct. Basic match & push mechanics work as it is.
Hi-Score example: dropbox.com/s/u5qjckrm57tzxic/contoh_highscore.capx
Hope following text marking gives you an idea:
Here you go: dropbox.com/s/vzm9j7nuvrywsn7/back%20pad%20for%20text.capx I made a guess for the character width but you can change it to text.TextWidth if you want it to be depend on dynamic text width.
Here you go: dropbox.com/s/vzm9j7nuvrywsn7/back%20pad%20for%20text.capx
I made a guess for the character width but you can change it to text.TextWidth if you want it to be depend on dynamic text width.
Pushing each other: dropbox.com/s/4tjnro8xiy4j6tm/sesame_instance.capx
then: dropbox.com/s/gbxtltho24uy8nr/push_player.capx
also: dropbox.com/s/elew687p4kdy9of/Avoid_Obstacles_PUSH.capx
Previously a user probably removed topic related to photon multiplayer so I bring back again the source as learning purpose to showcase realtime multiplayer:
dropbox.com/s/7jw15eb1gm0jgg8/multiplayer_modified.capx
Live demo: superb-ganache-b6f60e.netlify.app