lionz's Forum Posts

  • Yes that's right for the first problem. For the second problem look at your collision boxes on the sprite.

  • If you know what the last card created was by some variable to compare with the family then you can use system > pick last created 'Family'.

    edit : I just read that you tried that, so what wasn't working? It should recognise that the object is in the family

  • You can give the crop objects a variable and use this in the clicking condition (if object.var is not crop then click) or using this variable again you can compare which objects are crops and disable their collision when the crops layer is invisible / battle starts.

  • You can't specify which object is created so you'll have to use logic like if ID=1 create object 1 etc. You can use family instance variables to assign stats to the card.

  • > Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

    we both simultaneously posted near identical replies cx omg

    :)

  • Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

  • With a simple array construct.net/en/make-games/manuals/construct-3/plugin-reference/array

    You could also take a look at the tutorials although they might be a bit more complex than you need. It would just be a 2D array where you select the icons and an item is added.

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  • You can narrow it down by again picking the monster instance with UID targetUID for the overlap check. Or you can do something like checking if the instance with that UID still exists. The latter would be useful if in your game you have to destroy the bullet early before it reaches its destination by checking while bullet 'is moving' if that instance exists.

    And yes of course you would need an event for when there is a monster there on arrival. Not sure how your game works but if it's possible then you need to plan for that.

  • Not sure about target acquiring and if that would move to the correct monster, I've not seen it used like that before, but I guess if you pick a target then try and go to a monster it's not always the same picked thing, as you're not saying move to turret target but just any monster. The bit about destroying should work though hmm.

  • my lightning reaches its destination and the monster has moved, it simply stays put, not dying. The way I tried to go about this was something like "If move-to destination reached and no Monster collision detected, then destroy lightning" but it doesn't seem to activate...

    Please show the event you made for this.

    For the second event from looking I think you filtered the instances down to the one the lightning is overlapping then tried to pick all again. If it's a sub event you can open the picking again with pick all instances first then add the logic pick a random instance where UID is eclair variable.

  • I don't see why that would be the reason. You are talking about adding to a global variable? If you placed all chests on top of each other and the ball collided it would still add 1 to the variable for all chests hit.

  • Yes an Else would also work in this case. For 'not overlapping' you add the 'is overlapping' event and right click on it, select invert.

  • Well you have at least two conflicting events. One which says when attacking set animation to attack, while at the same time another says set animation to the player state. Cannot set them both at once so you'll have to stick with one of those methods.

  • And the problem is?