lionz's Forum Posts

  • Yeah hard to understand with that English but the easiest way to do it is to probably spawn a circular sprite that acts as the bomb radius and anything that touches it gets destroyed?

  • You could create tile sprite clones and then set text on each sprite to create letters.

  • What's the issue you're having?

  • Platform behaviour > Simulate movement left/right etc

    or possibly use the MoveToward command on Every X seconds

  • I don't get a javascript error but this usually occurs because things are looping too fast. Add in some Wait time of 0.1 seconds in the follow logic.

  • Yes, pathfinding.

  • I'm going to assume that this is happening because one animation is longer than the other. Just use some OnFinished events to ensure that both animations are finished before going to idle.

  • Easily is the answer. Look at layers in the manual.

  • Ah ok, from the way you listed the ways of doing it I assumed you knew what UIDs were. When you select the object, the UID is listed on the left side under the name of the object. In the kind of game you're describing I think it's fine to just use UIDs as you are unlikely to be spawning and destroying loads of buckets and gates etc.

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  • My favourite way would be :

    If Bucket = Full (instance variable Full set to true perhaps)

    Cond: Pick bucket by unique ID (ID of relevant bucket)

        Sub event: Pick gate by unique ID (ID of related gate)

                  Do Action (like move gate, play anim of gate whatever it is you're doing)

  • 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.