lionz's Forum Posts

  • Because the collision box is small for the second animation. Set them all to the bounding box and you should have no problems.

  • When you click on the instance you are getting all of its data, but you must store it somewhere as I mentioned so on the actions right-side of the event sheet you can set a variable to object.name which will be the name variable of the one you just clicked.

  • When you click the bush it gets the variable from it but you need to store it somewhere to compare later. Then you can pick all instances again and limit them by where name = variable and destroy them.

  • If you use the mouse object condition 'on object clicked' it will pick the instance you are clicking, then as an action you can set a variable to object.name and you have it stored.

  • Do you mean it is in the layout in editor and then it appears during run time? That's intentional but you can destroy it on start of layout.

  • I did it with a box in my game. Have you heard of Command and Conquer or games like this? You click and hold and drag a box around units to mass select them. That's what I was thinking of when I saw the question. If you have your own idea on how to group the letters then let me know.

  • I just used something like this to select squad members in an RTS, it might not be what you want for this game. But if you want to create a box to cover some tiles, create a sprite on mouse click then in a separate event every tick set width to mouse.x-sprite.x and set height to mouse.y-sprite.y.

  • Repeating?

  • I created an RTS game where you hold the mouse and drag over an area, it creates a box sprite that stretches and when you release mouse anything overlapping the area you can pin to the sprite and drag them as one.

    I don't see how looping the animations can achieve what you want, you have the conditions as listed so you should be able to set the owl animations based on them.

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  • In the same way if you use 'enemy has LOS of player' and an action for enemy to stop moving then it will pick that enemy.

  • When you use the condition 'bullet on collision with enemy' and the action 'destroy bullet', it picks only the bullet that collided and will destroy that one instance.

  • "In my game, the player performs actions (A, B, C, D, etc) in a certain order (1, 2, 3, 4, etc). At runtime, I'm using an XYZ array named Journal to store for each action a value corresponding to its order.

    The following drawing shows the status of the array at the end of the game. It reads that actions have been performed in the following order :

    E, D, A, B, I, etc"

    You created this?

  • For the green sprite you need to use a condition in the function 'pick sprite by UID' and the value is the function parameter.

    Create permutation on start of layout and in debug view you can see the order of numbers. Say you have 5 questions and the numbers given are 3,1,2,5,4 then that means question 3 would appear first then question 1 etc.

    You can access the data by setting a global variable for current question number to 'advancedrandom.permutation(0)' that would be the first question so 3 in this case. Then the next question would be advancedrandom.permutation(1) etc, so I guess the number in brackets would be a separate variable that increments as you go onto the next question.

    This number would also relate to the row of the array so lets say for the first question the current question variable number is 3, then you access the array using this array.at(questionnumber) so array.at(3) finds the question.

    So you are pulling two bits of data, the next question from the permutation table and then using this number as the row of the array to take the actual question text.

  • If it's a very simple shop then you can just place them in the layout and go to it. If it's more complex you could use an array (check the manual) to store the data of all the weapons. You can store weapon names and co-ordinates in an array spreadsheet style file then on start of layout load all of the data into an array and run it.

  • Yes but you can't do that when adding it as an obstacle, it is the object or entire 'family'