can't do right now but look up Families in the manual. It acts like another object, you add those individual sprites to the Family and say in the event 'mouse cursor over Family', you select it as though it is an object.
You probably need a construct dev, this could be different things. Maybe it takes time to find targets or maybe if the target is created before/after the turrets on layout start then it can't target it. Or what data is stored in Turret.AsJSON? maybe targeting data is not saved or is difficult to load. Seems though you are creating a workaround for already existing feature which is system save/load which should work fine.
Need more info there on what you mean be combine enemies
In the sense of that working, yes individually. You can however put all objects into a Family and say cursor over Family set z elevation to 2 so this catches all of them in one event.
Sounds like the line animation could be separate and you place it over the orb ? It's really that problematic to change the colour ?
You should be able to make a sub event on the collision with 'Pick Nth instance' where 0 and 1 instance are the two in the collision.
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The original Rayman looks like an animation for the character as a whole and when you punch out it spawns the fist as its own object.
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It's difficult because you need to pick enemy against enemy. The first enemy will be easy as it is enemy nearest to tower. Maybe you can use the co-ord of the enemy chosen and pick nearest enemy to the co-ord that is not the original enemy. Another way if it is more of an AOE type thing you could spawn a sprite that covers an area and puts lightning on any enemies touching the sprite.
You need to share the event where you actually pause the game for this to make sense. What is 'Pause' ? this is the pause menu or the pause button ?
Member since 5 Aug, 2013