lionz's Forum Posts

  • I would keep the default stats in the placeholder layout (if they are kinda important to the gameplay) and then set any stats on start of the other layouts. As far as I can tell if you update stats or add behaviours to a copied version it will update it for all instances.

  • <img src="https://dl.dropboxusercontent.com/u/49548363/flipped.jpg" border="0" />

  • You could add the FADE behaviour to the text object and fade it in ?

  • Is each room a different layout? You can use groups to disable grouped logic by room if you want. If it's all on one screen then just have everything disabled and then enable it when the proper thing is triggered.

  • mindfaQ

    Yep. Because he's already made logic to reset after melee has completed and on release of C, putting it into the sub event works. However it will instantly increase to 1 so he will need to adjust melee to charge_lvl > 1 probs.

  • Move to sub event and problem solved :

    <img src="https://dl.dropboxusercontent.com/u/49548363/charge.jpg" border="0" />

  • Before I read through the logic there please give the timers tags so instead of Timer A "", give it a name like Timer A "AWESOMETIMER" and see if it still breaks.

  • When a mile is travelled (however you are calculating that already)

    • Add $1.18 to variable 'Dollars'

    To print in a text box use SetText > "Total Money = "&Dollars

  • The logic seems a bit complicated with the grid snapping (unless it's really needed?) I would just snap the object in place when overlapping the slot and is 'InDrop'. If you are allowing the objects to be placed and snapped to any slot, even incorrect ones then you will need to make some logic to determine if the slot is full, basically a boolean for empty/full. If you're not allowing objects to be incorrectly placed then have the object return to origin position when 'InDrop' and not overlapping the correct slot.

    Also it looks like event 26 is a bit screwed and causing bugs? You have blue and green touch but then orange match. Anyway, if you need any more help I am here : D

  • ^ Yes. Did you want to display nothing at all or an idle animation or some kind ?

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  • Collision should happen regardless of the Z order. Top of Z order is the top layer you have set up. Send link to .capx if you want some help with this. It could be any number of things - perhaps the collision is not set up correctly on one of the sprites? do you have behaviours attached to the sprites where they are set to not collide with solids?

  • Set up a second animation with whatever you want to display instead of the main animation. Then set up OnStartOfLayout > Play "Second" Animation.

  • On event 99 disable the destroy. As for flying past the target, it seems to work fine for me. It always hits the top part as I would expect.

  • What's the bug?

  • PixelRebirth

    Nice! I really should look into arrays a bit more..