lionz's Forum Posts

  • Not really sure what you are asking. You use families to allow different buttons to do the same thing without telling them individually, so one event instead of many. When you say cursor is over button family, you are saying for each button object that exists in the family.

  • Better to share the events, it might not be collision problem. You could be saying while overlapping every tick so the enemy is stuck or something. I think on collision with an object then change direction should pretty much work every time though.

  • If you're doing it more visually and simple then you can have a variable tracking the number of items, and depending on the number when you drop, place it in a specific place. So if numItems is 2 then on drop set item to slot 3. This won't work if you can pull items from the middle though so 2 is empty but 1 and 3 are filled.

    You could also use on object dropped, if not overlapping item i.e. there isn't one in the slot, then place it there. That's using the presence/collision of the actual sprite object.

    You could also have the slot as an object, with an instance variable which tracks whether an item exists. On dropped over slot, if isEmpty(variable), then place the item. But this doesn't choose next slot and rather relies on the specific slot you are choosing to drop it in.

  • Looks ok...do you have any other bullet behaviour events that can override it?

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  • Is it set to show a walk animation when you land? Share a playable of the game to demonstrate it.

  • Check the CPU usage, have a look at these tips : construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • I thought it was weird myself, it just finds the shortest route to the grid position. You could also argue it's a bug because it's moving in an isometric way when you don't have that selected.

  • I don't think so, but if you select the object in the list, it highlights all instances of that object in the layout if that helps. You can also run in debug mode, it will show the number of each object and you can select them individually.

  • They are the icons for the executable or the app displayed on mobile devices, like what you see when you install it, or how it's viewed in the store and other places.

  • If you have such a following then you should just make the game you mentioned. You're going off your own opinion of whether it's good or not, probably a perfectionist and it's blocking you, just make and release it.

  • "If Player is on ground and PreJump is greater than 0 - Jump". This should be trigger once ideally but you have it running every tick while variable > 0. You could gain more control over it by using 'on landed' which is trigger once, with variable > 0 condition.

  • What logic have you used to start a 'new game'? Sure when you launch the app and select new game instead of load then it'll do the same thing every time, but it's not guaranteed that if you're in a game in progress and then select new game that everything will be reset to that same state, depends how you did it.

  • Use a second variable that adds with score but resets to 0 when it hits 50 :)

  • There is a pathfinding setting 'rotate object', you disable this.