lionz's Forum Posts

  • Not sure why you would need to alter the values, it should be player.x+2*cellsize. It's not really compatible but if you are using tween to move then it shouldn't be a problem? If you really must use tween you could drop tile movement altogether and use co-ordinates only, one or the other seems fine. Tile movement gives nice control though as you are always moving to a grid position.

  • You could run a function where inside it is 'pick all family - set opacity 50'. Then on the click event you just need the actions for function and family set opacity 100. This should set all family instances to 50 and then still pick the one instance you clicked to set to 100.

  • To ensure smooth picking I use a 'for each sprite' loop with a 'for each family' nested and there I add the condition to compare the variable.

  • I guess that wouldn't work because it's looking for an x co-ordinate. Since you know the grid size you could use object.x+64 if the grid size is 32x32 for example.

  • Inventory contains value is a general check whether it exists, not whether it exists at the curx, it should be array curx = "CarrotInv" as the condition. Inventory contains value is a check you would do if you wanted to know if any carrots existed in the array for example.

  • There is a speed property on the tile movement behaviour that controls the speed of movement

  • You can for example set grid position to gridx+2 when moving right and if you set it to 'animate' it will move to it rather than teleport.

  • Okay good luck

  • Not really sure what you're asking but yeah go get C3

  • It's all in the manual

  • The first part, the condition, should be based on something to do with the object like a variable or setting. The second part you can make happen at the image point by name. Instead of checking if such an image point exists it should be more general in terms of object type like if they are supposed to have a gun then spawn a gun at image point "gun" for example.

  • Check the collision box

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  • You can have an event above these - on 9patch touched, pick all sprite8 set invisible. That would reset them and then set one to visible below. At the moment the events all do the same thing but I assume the ID means they will do different things when clicked so that's fine.

  • Yes it cannot see layout 1 if you are on layout 2. You could maybe use global variables and then when returning to layout 1 check the variable and destroy.

  • You limit the instances picked with the 'on collision' event. You can use a sub event where you pick all instances of family 1 again (under system) and then limit instance by UID with the condition you have, that should work.