lionz's Forum Posts

  • It is so you have a default instance of an object from which all created instances take their stats

  • You have Levell in quotations like this "Levell" so it is setting the literal string rather than the value of Levell

  • You could use advanced random to generate a shuffled list of numbers called a permutation table and the numbers relate to certain tracks

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  • If I'm understanding correctly, you can put the buttons on their own layer with parallax 0 so that it doesn't scroll.

  • Probably the system save and load actions are good enough for this. Check out the how to make save games tutorial.

  • Yeah you mentioned co-ordinates but now I think about it you can just use set position? Pick sprite 1 where val=3, sprite 2 set position to sprite 1.

  • You have a problem because you need to pick sprite 2 in this case, so after grabbing co-ords you need to set position of a sprite 2 if I'm understanding it correctly. For this you need to run the co-ords through a function anyway, or make a second event. Unless sprite 2 is already known somehow then you can pick the correct instance at the start of the event with sprite 1. You could do it in one event in theory which is efficient.

  • Pick Sprite1 object and compare variable, val=3. This would pick all instances that are val=3 but hopefully it's just one that is true? With this picked, in the same event you can set 2 local variables to the value sprite1.x and sprite1.y and there you have the co-ordinates.

  • Your string will be: "PRZ-" & zeropad(counter, 4)

    Then you can add to counter 1 by 1.

    Oh, nice!

  • use 'every 3 seconds' instead of wait. system condition every x seconds

  • You could set a variable on the object and add 1 to it on each click and set the text to "PRZ-000"&var but you may come across an issue when it reaches 10 if PRZ-00010 is not acceptable and should be PRZ-0010 you may need other logic to define this.

  • If you select balloon object there is a condition 'on destroyed' which triggers when the object is destroyed. You select the pinned object and there is another condition 'pick nearest', you can combine this with the destroyed condition, pick nearest pinned object to balloon.x,balloon.y (balloon is already picked by destroyed condition)

  • You just need to relate the pinned sprite to the balloon somehow. If you put the balloon and pinned sprite in a 'container', then when you use destroy balloon it would destroy the related pinned sprite that was created with it.

    You could also use something like on balloon destroyed, pick pinned sprite overlapping or nearest to the balloon and destroy it. Container gives you more control though and avoids using an overlap check as they are already linked.

  • It may be because you used a function, the picked instance doesn't automatically follow through that. It's been a while since I've seen those function types as I don't use C2. If you try something more simple like a destroy action you should see it recognises anything near the touch.

  • Is the text object big enough to show more than 2 lines? It's not totally conclusive. Let's see the events you used.