lionz's Forum Posts

  • For each instance is good for any of the objects where you are checking them every tick like that. Function within function can get messy but they can be used if you need, however second function does not automatically see picked instances from the first function so you have to do something like pass through the UID of the instance in function 1 as a parameter to function 2.

  • The fix is to add 'for each enemies' at the top condition, things get a bit weird with multiple instances.

  • Likely either the layer is global, or the object is global (or both). Check the layer that the object is on and see if it is set to global=yes in properties. Select the object and check if global box is ticked in properties.

  • Yes so because the condition is 'potato is visible' it will pick all visible ones and pin it. You need to pick a condition that defines the single potato, this can be if it is overlapping the plate or something.

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  • Need to see a screenshot of the events the pin logic mainly :)

  • You need to 'pick' the one instance to pin to the plate. If you don't specify it will pin all instances. This could be like 'potato on dropped : pin to plate' this then picks the one that was dropped etc.

  • It's a common problem with animations where more than one event is true at the same time so the animation has trouble playing. You need to add more conditions to your events, notice the 'is moving' is true even when you are running, so you can add something like 'W is not down' or 'run animation is not playing' to the 'is moving' event so run and walk are not true at the same time.

  • Is it very common, not sure what you're referring to ?

  • Object A on created > system Pick a random instance of Object B > Move To Object B

  • Yes something like that, did you not try it first?

  • There's no context or info, and what do you mean by 'showing first' ?

  • Putting an invisible sprite over something doesn't stop it from being clicked so it must be something in your events.

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  • I think I have worked it out - that object probably has 0 opacity in the editing view as you set it to 100 for the boss, but you don't set it to 100 game over. If it is created with 0 opacity and you don't set it to 100 then it is destroyed immediately. That's my best guess.

  • I can't see any problem with the events, I mean there shouldn't be any if you're calling the same function each time. If you could share the project then maybe can work it out but from the screenshots it looks fine.