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  • Yeah you add to the condition something to pick the target object. If it also has an instance variable for name then you can use this.

  • This sounds very overcomplicated, what do you mean by 'named instances' ?

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  • If you hit the enemy then you set the instance variable on that enemy, should be that simple? If for some reason you must save what was hit then you can save the object UID as a global variable.

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  • The hitbox should be updated for all frames of all animations, there is a quick way to do this with right-click apply to all. That might be the issue here.

  • You can apply the set speed action with the GV on the events when you change animation too.

  • Set a global variable to the speed value, then the event would be 'on sprite created set animation speed to global variable', so one event for all sprites. Updating that global variable is up to you, maybe it changes based on the current level or something like that.

  • My logic will give you a number of sprites that have moved.

    You want a condition that checks if any sprite has moved.

    So the condition is to check if the variable is greater than 0.

    Does that make sense?

  • Using the logic that moves the sprites then at that point you could set a variable to say it 'hasMoved'. Then when you swipe, you check against a global variable, the GV being number of sprites that have variable 'hasMoved' set - for each sprites.hasMoved=true, set GV to sprites.pickedcount.

  • So the origin is in the wrong place? Assign it to the middle of the object.

  • supporteav@construct.net

  • For me Sort is confusing unless you use a single row or a single column. There is probably a way to do what you need though.

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lionz

Member since 5 Aug, 2013

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