lionz's Forum Posts

  • It's a common issue so not to worry. It's because several conditions are true for setting animations so it tries to set them all at once and you end up seeing the animation which appears last in the event sheet. In this case you can be pressing Z but also 'not moving' which triggers both of the Invisible and Standing animations. Way to get around it is to add other conditions to the bottom events such as 'player is not moving' AND 'animation invisible is not playing'.

  • It won't work exactly like that but if you pick player 1 and say change animation of object A and object B, it would change the object A and B related to the player 1 that was picked so you have some control.

  • Containers is the correct use here, looks like you have it working. No you do not need to use Family for this, the container allows you to pick 'player' which also picks the related objects in the container at the same time. Family use would be if you wanted to apply something to multiple 'player' objects.

  • Because you have player object and 2 objects pinned to it that have same animations, I'm not sure why you're using Families? You can maybe make use of a container which groups everything together and all are created and relate to each other. By using Families you are restricting yourself because you cannot pick individual objects. In the screenshot above you should pick the individual objects and pin them, not use a Family.

  • You create the objects individually. Family is for applying something to all members of a family.

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  • On the object spawning the other objects you can set a variable to a random number in a range based on number of possible object. Then depending on value you have conditions to spawn an object.

  • Hi, you can use system > every random(1,5) seconds, and then action is create object

  • On created > set max speed to random(x,y)

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  • You press S to make a sub event, and add the condition logic If Tiledbackground height>10 by choosing the tiledbackground object, then on the right you add the action. Then you add another event at the same sub level underneath, you could copy the first one and paste it, then edit the condition and action to suit.

  • Call the condition is just bad phrasing, are you having a problem with the structure of the event? Post a screenshot of what you tried.

  • If it's acting differently between browsers then I guess report as a bug?

  • What are you hoping someone will do with this? Look at it from another user's perspective.

  • You mean if there is already a seed on the crop you don't want to create more? You can give the crop an instance variable, when you create the seed, you set the instance variable to true. On the left conditions where you have player is overlapping crop you add another condition 'crop instance variable is set to false'. This blocks out creating another seed if you already created one.

  • You don't have any logic connected to pressing ctrl in that screenshot. Must be somewhere else.