lionz's Forum Posts

  • You can just do this with normal events that relate to setting variables or text, I don't think you need to use an array. There is no array editor, you push the data you want into the array during runtime. If you want to use an array I imagine you would 'choose' a number for x and y, then assign them to a curx, cury from the array.

  • No problem, good luck and feel free to post back here if you have any problem with using families.

  • Assuming you have set up instance variables for each individual object called Damage, this is why Families are powerful because you have a 'Family Instance variable'. That is what you're referencing there but you haven't used it. Create a family instance variable called Damage then every enemy will have it (you don't need to add the variable individually to each member of Enemies). You can only reference Enemies.Damage if it's setup for family, otherwise you need to reference individual enemies, EnemyA.Damage, EnemyB.Damage. Better to group in a family, which is what you're trying to do I can see but didn't quite get there yet

  • On Effacer pressed > set HumanName to left(HumanName,len(HumanName)-1)

  • Yes you can do that, did you try it as described?

  • Event 13 is what you use for stacking items, if you don't want that in the game then just delete event 13. Yes this then causes your other issue where it skips down and adds it to an empty slot even if it exists elsewhere in the inventory so I've added a condition in here with variable 'nope' so you can see how it toggles it and locks out the add a new item to inventory event. 'nope' resets at the start of the click event with the other variables.

    https://www.dropbox.com/s/ych25iu96ofpy ... .capx?dl=0

  • For you to take an unedited template and then for me to add to it so it now does something else doesn't really help you in learning how to use the engine. Also 'random' is used several time in this game already. The way I would do it is to set the coin as a bullet the same as the platform and then when you create the block you create a coin, it's as simple as that. If it needs to be more random than this then when the block is created you could create a number of coins at the height (just above) the block and wait a random number of seconds, this would create the illusion of randomly created coins.

  • Cool, glad I could help.

  • Yes multiple objects, no warnings here

  • This post seems a bit silly, you want to disable warnings as you add more and more points? The warnings are there for a reason, don't make it draw a collision polygon with 30 points or your game is going to run like crap. The object should really have fewer than 8 points. In a 2D game having a shape with collision so complex that it requires 30 points seems bizarre.

  • Set system time scale to 0 for pausing.

  • Possibly your collision box has moved or is tiny and not representative of the click area of the sprite, check that in the image editor.

  • You're resetting the global variables but not resetting the keys in webstorage so they still exist as 1, so on your 'on start of layout' checks it sets the item global vars to 1 which sets the arrays to 1 which enables the ticks etc. If you add actions in your items > 3 reset event to also reset the webstorage values to 0 you'll see they are being cleared now.

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  • To instantly zoom you adjust system 'scale' and to do it gradually I guess you add or subtract to the scale value over X seconds.

  • These were the top 3 responses I could come up with :

    Ashley didn't want to make C2 TOO efficient or competitors may get jealous.

    Assigning too many behaviours at once causes object schizophrenia.

    Holding ctrl button down takes too much time and effort.