lionz's Forum Posts

  • Ah I see it's because the characters are too thin, they have the same width as the enemy so the offset does not work. Characters 2, 4 and 5 are all wider than the enemy, 1 and 4 are 94 same as the enemy.

  • Have a global variable for total number of coins. Add 1 to a different global variable every time you pick up a coin. When the second variable equals the first variable then show game end logic.

  • I'd love this feature personally. I use many image points on a variety of sprites for armor skins and weapon animations, over many characters.

    Sometimes I need to quickly see if one image point is off compared to another, or to compare multiple image points on different animations (this is particularly tedious). Other times I need to see if I've forgotten to set an image point, and have to click through them all to find the culprit (again, tedious at the scale of animations in this project).

    I think a tickbox option in the toolbar to show all, that stays enabled/disabled as you click different animations, would be really helpful.

    Or even have them all always visible when in the image point tool, and move them as you like. Selecting an image point from the list would hide/dim the others.

    There is an option to apply the same image point position to all frames of an animation, or all animations.

  • I'm trying to think of a scenario where showing all image points at the same time would be helpful and can't come up with anything.

  • Yeah it was always like this as far as I know but you can use events to make it do the preferred expectation for your game.

  • The stacking one contains logic that I'm not sure about and then to compare against yours I mean who has the time. I would set up my own inventory with an array, check out the tutorials on Construct site.

  • Yes true

  • You would use a global variable for Money. You can add or subtract from this when buying and selling.

  • You will need to share the project file, that link is the local preview on your machine.

  • The enemy is on a HUD layer with parallax 0,0. Probably it needs to be on the Game layer?

  • Do you mean the attack animation? The criteria for walk animation is always true so it's not going to play attack.

  • You can check out all the info in the manual or example project files, also there are tutorials. In general you select the array object and use compare x,y to locate values. Array.at(x,y) targets specific values.

    For example if you have array1 and array2. You can set the first value in array 2 to the first value in array 1 by selecting array2 object in events and saying set 0,0 to array1.at(0,0)

  • No problem, the Z elevation is something different for adjusting the object on the Z axis, that's why it appears to move in relation to the bullet. The feature is for making 3D games; more about it in the manual.

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  • Your ship has a Z elevation of 10

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