lionz's Forum Posts

  • Sure if each row is a different instance then each column can be a statistic

  • Ya this was my guess, nice

  • Show us the variable set on the object and the layout names

  • Not sure what the problem is? Create a second snake and pick it with events, or create completely new objects for a second snake it's up to you.

  • What did you try so far because that's kinda basic if you're already using an array. You would use compare x,y to see if it's 50.

  • Well first of all those events are different to what you shared in the screenshot and are using different objects so thanks for that confusion. You have a separate event there that says on animation finished set platform behaviour enabled, how do we know that when the block is at the top that the invisible animation had time to finish? Probably the oject is floating as a sprite with disabled platform then platform is enabled some time later which is why you see it drop. When it drops down to the lower level probably the animation has finished so platform is enabled on time. But I can only guess because it's invisible.

  • Containers are for building objects in parts like you're doing here, check the manual for more info.

  • Make them into one object then with different animations or animation frame.

  • What I mentioned above then would work well except you are using 8 different objects, usually it would be 8 instances of one object. If it is 8 objects then you group them in a Family, and you say pick a random instance of Family.

    Since you want only one visible at a time you can start a timer behaviour on the object. Then on the timer finished you can pick a random object again.

  • Are you using 8 sprite objects, or 8 instances/copies of the same object? 8 instances would be more usual. Are you saying you want to make them visible one by one until all 8 are visible then reset them or are they being made visible/invisible randomly?

  • Make use of System pick a random instance of Sprite : set visible.

  • You could share a dropbox link to the video or upload a gif somewhere

  • so I changed the events to detect if the player's collider is at the Y+4 offset of the red object. yet it stops a little further above the same object. it only stops on top of the object if the animation is the same as the teleport animation ("Arrive").

    Could you make a video demonstrating the problem? No idea what any of this means

  • so while i try and figure out how to show a pic of what i mean could you probobly tell me what part isn't making sense? i would like to know so i can clarify. then i probobly wont have to do the picture.

    It's because you didn't ask how do i do a teleporter and teleport from A to B, that would be easy, you elaborated to make it sound like something different to this and I don't understand what you mean. If you share a project file or draw it then it's easier to understand what you mean, or describe the design in a better way for someone who cannot see your game.

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  • Looks nice. Thanks!

    But how can i navigate to a complete menu where are on one side is the inventory, on the othder side is a character-sheet, on the bottom is a toolbar, etc.

    You use the same kind of logic for set position and adding 1 to a global variable but instead you group all objects in a Family and set Family instance variables.