lionz's Forum Posts

  • If the bucket is always associated with the same gate then simply pick object by UID. It can't really go wrong : D

  • Are you actually able to access more than one gate and/or bucket at the same time? If not, then I don't think any of this is needed. When items collide with a bucket you add numbers to an instance variable for the bucket and then enable gate opening.

  • Something like on collision with another object, increase friction

  • The way I would do this is with the physics behaviour. Gravity drop stuff is all within that. I think it's fairly basic, just adjust the settings and have a play around : D

  • Once you make the game, it is your game. You have the original files from when the game is made. All the credits are yours.

  • I think you can only choose numbers or strings. Using actual objects might not work, you may have to relate choose(1,2) to the different anims which kinda comes back to my original post.

  • Create Object

    Sub Event : Cond: Var = 0     Set Animation "Muzzle 1"

    Sub Event : Cond: Var = 1     Set Animation "Muzzle 2"

  • Arcosta arontwose

    Yeah go with this idea. Much less stuff required than mine. neat! : D

  • Just use the logic you are using for assigning to slots and say that when item is dropped, if not occupying a slot, set position to inside circle.

  • Put the object with a specific UID as a condition. For example :

    Every Tick

    Cond: Pick object with specific UID

    Destroy Object

  • Ah I see what you're saying now. Don't use the bounce off solids method. Fair enough : P

  • Add Event > On Mario Colliding With Another Object

    Condition : BlockObject > Pick by unique ID

    Add Action > Spawn Coin At Co-ords

  • EncryptedCow

    I don't think you can disable bounce off solids? You can disable the general bullet behaviour but this doesn't work as the object has already collided.

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  • You want some logic such as :

    1. When any button clicked : Run Function "Hide All"

    This would hide all the menu components with the Set Visible action.

    Then you have separate logic such as :

    2. When Item Button clicked : Run Function "Show Item Menu"

    This function would contain logic that sets the Item menu to visible.

    This is all done with "Set Visible". Also I would not be using cloned buttons as in that example. Set up buttons with different names such as "ItemMenu_Button" "CharacterMenu_Button" etc.

  • Set up an invisible sprite around the object you don't want it to bounce off. When the bullet collides with the invisible sprite, disable collision on the solid as you were doing. That should work.