lionz's Forum Posts

  • There are different approaches you can take. Mine would be to use the Stop action when the follower is within a certain distance from the player, distance would be distance(follower.x,follower.y,player.x,player.y) less than some value.

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  • it's because bar&UI and bar are different objects

  • There's no difference for memory usage. You should use instances though, all UI is using the same font?

  • Share the animation events and the timeline

  • There are demo levels that come with Construct 3, you should be using them?

  • Yes there must be a point where you say 2 pieces are correct or true and pin to each other, at this point you set identifier variable value to distinguish them from the rest.

  • You can identify the various sections, once you have a starting point the top left could be var=1, the bottom left is var=2. Anything that connects to the bottom left is 2 and the top left is 1. Well it sounds easy, depends if it works for your game.

  • I don't know fully how your game works but if it works where pieces fit together to form a more complete piece, you can have one piece on selected for drag, pick all the other pieces where the instance variable is matching and pin to that piece, they would move together. So pieces that are already correct and set to move would have instance variable value 1, and ones that are not correct are 0. The pieces set to 1 would move with the one you are dragging.

  • It's still kind of difficult to work out what's going on and why Pin behaviour is necessary. You are dragging sprites around then you use set position right? What does the addition of Pin do? To relate them to each other you can use instance variables, objects that have the same value can be picked and move together.

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  • I kind of understand what you're doing but why are you using pin, why do they need to be pinned?

  • Construct by default picks all instances unless you narrow it down. The event ship on collision with object should pick only that instance, so what event did you use?

  • You asked about movement, timeline is the way. Animations should have their own separate events that already exist regardless of cutscene.

  • Look at the example levels and the manual

  • Look at the Timeline object