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  • There are different approaches. You could add an instance variable on the bullet to track where its spawned from so in your spawn bullet event directly under the spawn action you can set the bullet.var to tower.UID (the tower picked will be the one that is spawning the bullet)

    Now that the bullet has the UID of the spawning tower attached, on the collision with tower event you can add another condition bullet.var does not equal tower.UID, meaning the bullet will not be destroyed by the tower spawning it.

    As for being destroyed by the spawning tower later there are couple of ways. I used bouncing bullets in my game and I used another variable that tracks the number of bounces, so again on that same collision with tower event, with an action you can add 1 to this new numBounces var. Then you could add an event like if bounce > 0 set bullet.var (the UID check) to 9999 means it will now be destroyed when colliding with the spawning tower.

    There may be a simple way to do this with parent/child hierarchy but I've not used that functionality.

  • nice! :)

  • It's not working from your file either IF you have no save data so that's the problem. You have no logic for when a brand new user clicks on Play, you need some events that detect if there is a save game and load it but if not then start a new game.

    You can check out this tutorial : construct.net/en/tutorials/savegames-11

    In there it details the method normally used where if the player saves the game at any point you can save a local storage key. Then on your first game screen you first check if the local storage key exists (means they have a save game) then you enable a continue button and clicking this will load the save slot. If the key does not exist this means they are a new player and the only option would be to start a new game.

  • Going to need a bit more information to go off ya

  • Is the scroll to disabling ? It could be a problem with event sheet, if the sheet is not linked to the layout in properties then the events will not be seen/read. Because you said 'another layout' it could be that this next layout is not hooked up to the sheet.

    If the sheet is assigned as expected then look for multiple sheets that work with that layout and see if you have other events that enable the 8 direction back again and are being triggered.

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  • It depends on how you've implemented the floors to begin with and also what kind of data is stored in a 'floor'. Assuming you've not made the floors yet, you could use an approach with instance variables, for example different variables for each floor 1,2,3,4.

    For 1) then you can say e.g. if 2 is clicked/removed, set 2 to the value in 3, set 3 to the value in 4 and set 4 to <empty> etc

    for 2) e.g. if 2 is clicked and 'occupied', then you check if 3 is 'empty', if so you set 3 to the value of 2, and set 2 to the new value. if 3 is 'occupied' then do nothing.

    Another approach especially if it is going to have a crazy amount of floors or it is going to be only a single tower in the game then it might be better to use an array, for 1) if you delete a row, the others shift down automatically, for 2) you can check the next room etc as mentioned above.

  • Seems you would mimic the Active Player group like where you roll a 6 ? this repeats the turn for the same player. So if they answer the quiz correctly then you run this same logic again that keeps the player the same and releases the dice to be rolled.

  • It would be some logic like when you click on an item to pick up, go with array events for each x,y - if value= nada, stop the loop and set curx,cury to item name / animation name. Will replace the first nada (empty slot) with the item.

  • I don't see a tag condition for solid behaviour, I usually go for an instance variable to pick out the enemy.

  • You would need to add the Mouse or Touch object depending if it's web or mobile, then you create events like 'On sprite clicked' or 'On sprite tapped' and it becomes like a button.

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lionz

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