lionz's Forum Posts

  • 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.

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

  • supportqjn@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.

  • Nope couldn't recreate, the second row should be in alphabetical order

  • If it has a return value you can use it as part of an evaluate expression Functions.Function = value.

  • Not enough info, what do you mean?

  • Yes I would advise the same, make your own custom buttons.

  • Well you answered your own question. The sprite should be fine though, what problem are you having? There is a mouse cursor is over object condition.

  • Yeah if you use a Family which contains all objects or you won't know which object type to pick.

  • You can pick it by UID where the UID is stored as a global variable. If you want to give it a name you can use an instance variable str on the object.

  • If they are the same object as the original bullet then any other general gameplay events will affect them so you'll have to check. Do you have an event that tells the enemy bullet to go somewhere like towards the player? If not can you share a screenshot of the bullet splitting event.

  • Angle is different to the bullet Angle of motion, although they can affect each other if the Set Angle option is ticked on the behaviour. If that all looks correct then check where you set the angle, it must be in the action immediately after the spawn object action so they remain picked correctly.