lionz's Forum Posts

  • I don't think it's a case of 'listening', I doubt the features were made overnight because of views expressed in the forums. This is why it is better to wait to see what is revealed instead of getting worked up about what hasn't been revealed and what might not be there. I saw a petition to include an exporter, which was unnecessary as it always existed. Scirra are just keen to use this slow reveal method and it has only ever been good news for C3.

    The frustration has come from announcing a new payment model for subscription without revealing what you would be paying for, then revealing the capabilities of C3 slowly feature by feature a day at a time. This has just angered some people. I think the $49 for first year, $99 for future years will be worth it in the end so the slow reveals don't matter too much. Also any qualms regarding the browser-based client have pretty much all been answered now.

  • To have it constantly moving toward the object you'll need to do it every tick. Doing it once on the click of a button will move it to where the object was at the point the button was clicked.

  • Yep as above, you can also use set angle towards and then 'move forwards'. Did you mean that you can't use behaviour because pathfinding is a behaviour, only plugins right?

  • Yeah set width and height, sorry not had coffee yetttt

  • PlayerBox set size Player.width, Player.height

  • Not an instance variable, there is a trigger event 'On enemy destroyed' which will action if you are destroying an enemy when hp drops to 0. They will also trigger once only by default. If you use 'On enemy destroyed' you'll find that the picking is a lot more solid and it should work in theory.

  • > You are probably looking to use an array inventory, complex at first but useful once you know how. Check out the manual and some tutorials on how to create an inventory from arrays. If you pick up an item that's on the ground you would then add it to a slot in the array. The array can store the stats of the item etc

    >

    Its usually better to decouple your item data from c2 objects. The c2 sprite should just be the handle that references the 'item' in the data structure, then you can pull data out for when you need it.

    Yep I didn't really expand on the arrays after saying look at tutorials. This thread quickly became less about an inventory storage and more about assigning variables to loot items you pick up in an action RPG type game.

  • I know how to make a single coin image fall from the top of the screen using the particle object but it would just be a single frame. You could potentially move a coin sprite object down the screen as it is animating?

  • I don't think so, particle object is more about applying an effect to a single image. You will just have to create an animation in the normal way using the sprite object.

  • You can double click on the particle object to open the image editor like you do with a sprite. You can then open/import any image and use that.

  • Possible you have the events on an event sheet that is not assigned to the layout.

  • Have you disabled 8-direction behaviour? I can't see why you would need that move forward event.

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  • Layers and Z order are kind of irrelevant here. If you have a solid object in the level and you push into it with an 8-direction object, then they should collide. If they do not collide then you must've tweaked something with one of the objects.

  • If an object has 8-direction it should collide with a solid object, you shouldn't need to set an event to make it stop so something has gone wrong there.