lionz's Forum Posts

  • There is a Stop audio action. It's up to you to make sure you are not triggering Start audio twice.

  • Do you mean the html object 'Button' because then I don't think it's possible. You can make your own with a Sprite and Text object on top of it, and the Text you can customize as much as you want.

    For the background you can add a Tiled Background object or a Sprite with an image. When you collect an item you can add 1 to a global variable, when the global variable equals a value (total number of items you expect) then you could trigger a particle effect.

  • I am not saying this is the best method to use but the way I would do it in my game is to create the object, then check if it is overlapping an object - if true then destroy it and create the object again. You would repeat this until the overlap check is false.

  • I think I understand the problem. When you use mouse cursor over object it picks the single instance of the object for the actions, so it will only apply destroy to the one the mouse is over.

    To fix you can create a sub-event 'System > Pick all distraction objects'. This opens up all of your instances to be picked again. Then if you apply destroy action from this sub-event it will destroy all of the instances.

    The reason it works with destroying the good ones is because good object was not picked on the left with cursor action, so it did not narrow the selection. So this will automatically destroy all good objects because you did not specify, so that's fine.

  • If you explain what is an object bank :)

  • You keep posting but the question is too generic, there is no information but you probably know this.

  • > If you mean that it doesn't always create the matching object like over A it creates B instead of A then this is intentional, if you use Family it creates a random object inside Family.

    Interesting. I think the behavior should be different when I specifically iterate over all family instances right before. I kind of expect the family object in the create method to be the same .

    Yes it's an easy assumption to make of course. If you want to create the same object you probably have to go down to the object level in the pick and create events, so for this Families will not be useful.

  • So it doesn't look like what?

  • If you mean that it doesn't always create the matching object like over A it creates B instead of A then this is intentional, if you use Family it creates a random object inside Family.

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  • Great :)

  • 'On jump' is the condition, set animation is the action. In Construct use set animation based on different conditions. You can change it back to idle animation when you land by using 'on landed'.

  • Use 'on jump' condition on the platform behaviour.

  • I guess I should've asked for a screenshot haha but the way I would do it is this - have a variable for the array position, I guess you have this called ID. Then another variable for whether it is locked this is set to array.at(variable1) 'for each' button. This should leave the buttons with 0 or 1 for variable2.

  • Ok so you went with the array option that's good, can you elaborate on this part : I have an event that checks the array slot corresponding to the skin with the ID (So Check X -> if SkinButton.id = 1, do actions). What does the event look like? I know how to resolve this, that's why I suggested an array I'm just wondering what you tried here and where it went wrong.