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"Is overlapping" condition will pick both instances. But you can add other conditions or sub-events, where you can pick one instance among them. You can use conditions like Pick random, or Pick nearest to the crystal.
If you want to remember which character was first to find this crystal and pick it, it's a bit more difficult. I made a demo:
dropbox.com/s/9y2yyvo7q8zlbwr/CrystalHunters.c3p
Not sure if I understand your question. There are events that are picking just one instance, for example: Pick nearest/furthest, Pick Top/Bottom, System Pick Nth instance, System Pick Random.
You can also use System For Each loop.
You can open tmx file in Notepad and check how many records are there in <tileset> group. Should be just one, for example:
<tileset firstgid="1" margin="0" name="ObstacleMap" spacing="0" tileheight="32" tilewidth="32"> <image height="32" source="ObstacleMap.png" width="32" /> </tileset>
You can remove extra tilesets from the file, but then some tile images will be missing in Construct. (you'll need to edit the tilemap image)
Hi Colludium I found (and fixed) a bug - if you request Polygon.GetPolygonTextureCoords several times, the values in the array get corrupted. Here is the fixed version, see line 167 in Instance.js
dropbox.com/s/8nybw2bwuxt6vd0/Polygon.c3addon
Does it work well in preview? Try pressing F12 in the browser an check console log for any errors.
It's odd that you are saving the game at the end of the level, before creating all those objects. So when player chooses to continue, all those delayed actions will run again. It would make more sense to save at the beginning of the next level.
You need to delete the question from the array after showing it. Also, TanyaAcak2 function call should be outside the loop.
fredriksthlm There have been some changes to the loader setup in the recent releases of C3. But you are right, if loader is set to "Nothing", then the logo should not be displayed. I suggest you report it as a bug:
github.com/Scirra/Construct-3-bugs/issues
Yeah, it feels like a bug. I'm guessing 9patch plugin can't recognize the transparency value of these pixels.. If you bucket-fill the inside of this image with semi-transparent color in Construct, then it works.
You should report it:
It's a bug. But there is an easy solution - create a new temporary animation outside the folders. And after that you'll be able to drag other animations/subfolders above or below that temp animation.
Your link doesn't work. Also, are you using C2 or C3?
I think your text is stored in the database with all those HTML tags.
You can strip them using expressions like replace(), trim() etc. For example:
Set text to trim(replace(text, "<br />", ""))
But you'll have to do this for all possible tags.
Or use regex:
stackoverflow.com/questions/11229831/regular-expression-to-remove-html-tags-from-a-string
Scripting is a big topic, I suggest you start by reading documentation:
construct.net/en/make-games/manuals/construct-3/scripting/overview
These are Rexrainbow's Firebase addons ported for C3.
github.com/erenertugrul/construct-plugins/tree/master/ported_plugins/plugins/rex_firebase_pack
Chadori's Construct Master Collection also has Firebase addons:
chadorixd.itch.io/construct-master-collection
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Does this image have transparency when you import it in Construct image editor? Have you tried different settings for Edges, Fill, Trim?
I get this error even when Worker is disabled. And I agree, you should avoid calling functions recursively so many times.