lionz's Forum Posts

  • You can pin them all to an invisible sprite set to checker xy and then move the invisible sprite to the checker at its new position.

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  • I was asking if I could put a variable on say every single sprite object type so they could universally be referred to

    This is kind of what a Family achieves though. You shouldn't really need to go cross family if the events are good, since Family is really just a pickable object type. If for example you want to store a plant family wet value and then relate it to a platform family then you can store plant.wet in a local var during the event and then use it when you pick the platform family etc.

  • If I was doing this, the npc and the object you are carrying wouldn't be related. NPC go in the npc family and object you are carrying is a different object entirely. i.e. you don't carry the object you are also talking to. If the name is really that important then you can do it the way you described, store npc.name and then set cats.name to that value, but something like name shouldn't be too important I think ? you can even use the object type's name.

    For the second part why do those families all use wetness ? or how ?

  • Key press works too but wasn't mentioned. Pick items instance 0 won't do anything because the overlap check was done with item. The object type matters here so you can't pick between item and the family items, it should be just the one object then it will work. If you replace the one reference to family with 'item' then it will work, however if you plan to have multiple different objects you can pick up then I would start using the family now and replace references to item with the family items and move the item variables to family instance variables.

  • I think 'restart layout' should reset the groups.

    If the layers preserving their state is a problem, then they shouldn't be global...

  • I don't really trust the overlapping condition with trigger once, try instead player on collision with items and a trigger once not required. If nth instance doesn't work try 'pick top instance'.

    If it still doesn't work please then share a screenshot of the events as I want to see the structure and what objects were used etc

  • It means the objects are set to global or that they are on a global layer

  • In the image editor make sure the collision box is a box shape, probably the collision has a custom shape from when you imported the animations but it should be a box. Also check the collision box on the environment object.

  • As far as I know there should be no effect on performance with stretching the tiled background out across the layout.

  • If you use Shuffle then this should be easy, just start from the first row and work your way down. If it's a more permanent kind of storage you are looking for like if a player is collecting things then you can use two arrays, delete from the first one and move to the second one.

  • Sounds like a crash ? You could maybe enter a bug here github.com/Scirra/Construct-bugs/issues

  • Think of it like an excel spreadsheet, your items are stored as a list of rows with each column having the different stats per item. When you search for 'Armor' you are locating a cell that has 'Armor', once found you are at an x,y. To find the other stats for that item you use that row (current X) and adjust the current Y to go to each column across the row.

  • Where you have curY it should be curX for the row.

  • Right ok thanks makes sense it is in the description just not in the game yet. I would add the tutorial in the game asap since you can't progress without it and seems to be a main feature. Also since you always need to use this jump I think it's a little fiddly on the other button maybe you can use S for this.

  • You have set up the saved items but you will also need to create the logic for spawning, which means checking and using the array, so do post here again if you have any trouble with that.