lionz's Forum Posts

  • What is the condition you used and added trigger once to, was it 'is overlapping' ? Use bullet on collision with sprite, that triggers once and helps to pick the sprite.

  • Home button only suspends the app, when they enter the app it should be in the same place. Maybe you meant if they close the app completely and you're looking for a resolution to do with saving the game?

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  • I am going to explain how to do it in the sense that an enemy is attacking the player.

    You put all enemy objects, enemyA enemyB enemyC into a family 'enemies'.

    You add a family instance variable to enemies - 'damage'.

    You add other logic, set enemyA.damage to 10, set enemyB.damage to 20, set enemyC.damage to 30 on created.

    Then you have attack logic, enemies(family) on collision with player, subtract enemies.damage from player.

  • Wow that's been fixed nice!

  • Read up on Families in the manual. It describes an example with enemies.

  • This is what Families are for, you group all enemy objects into an enemy family, replace the damage variable with a family instance variable for damage and say on overlapping family do family.damage.

  • Do you have logic to set them to something 'on start of layout', or logic that says to reset global variables?

  • Ok thanks for the info. If you've done it this way then it should be easy to sort out. Based on array/level status you set a frame, so if its complete or not complete, and a number of stars, but this is only setting frames of an animation.

    For levels that you know are of type A, you set the animation to type A. Type B the animation you set to type B etc. You make sure that each animation has the frames represent the same level state i.e. 0 locked 1 unlocked 2 1 star etc, the only thing that will be different is each animation is using different background image based on level type.

    So all you need to do is set the animation in editor view. The frames of the animation will be controlled by the tutorial logic. Just make sure the animations are matching with frames aside from the game type background images.

  • Use global variable

  • BadMario has diverted from the original topic of discussion. Is OP wasting their time entering tons of bugs for Construct 2 : yes.

  • Attempt to support low end devices yes, but no need to focus on old OS. The iOS exporter is iOS 12 minimum anyway.

  • Hiya, even from the description and screenshot I'm struggling to work this out. Create object at x,y should be fine for you, I don't know why you were unable to get that to work. Also when you use events such as 'on dropped' it will pick the instance that was dropped so should not affect any other copies.

  • Yes the exporter works as you expect, and much better than Construct 2.

  • Which minimum supported OS did you select when you exported? 6.0 is old, I would call low end. Although I have a few devices, one is the worst one you can imagine and I installed the debug apk. What I mean is it must be that particular device causing problems.

  • I've had no problems with it. Likely an issue with your low end device.