lionz's Forum Posts

  • Yes exactly, you do not need to use a for each loop, the event handles itself. On created relates to the one being created at the time so it will work for any new monster.

  • First get rid of the loop, it should be on monster created, create health bar. The on created condition picks the monster that was created. Check if that sorts it..

    Also the set position logic is a bit off because it doesnt pick a monster. You can try linking the bar and monster with unique IDs, or a better way is to use a container. This puts the health bar and monster together in a group so when you create the monster, it creates the health bar (no need for any create logic then) and also when you pick health bar to set position to monster they are then related/linked in the form of a container.

    Also if you pin the bar to the monster on creation then it's easier to control than set position every tick.

    Your final logic using a container would be something like :

    Monster on created : set bar to required monster position, pin bar to monster.

  • It's the animation speed, set it to 0

  • I entered an improvement suggestion so hopefully it can be changed to avoid any more users receiving this error : github.com/Scirra/Construct-3-bugs/issues/3956

  • If you use object A on collision with object B then it picks only the instance of object A that collided. The action of set angle in the same event then should only apply to that one sprite that collided.

  • It is what they're looking for, set validity to 100

  • There are different approaches you can take. Mine would be to use the Stop action when the follower is within a certain distance from the player, distance would be distance(follower.x,follower.y,player.x,player.y) less than some value.

  • it's because bar&UI and bar are different objects

  • There's no difference for memory usage. You should use instances though, all UI is using the same font?

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  • Share the animation events and the timeline

  • There are demo levels that come with Construct 3, you should be using them?

  • Yes there must be a point where you say 2 pieces are correct or true and pin to each other, at this point you set identifier variable value to distinguish them from the rest.

  • You can identify the various sections, once you have a starting point the top left could be var=1, the bottom left is var=2. Anything that connects to the bottom left is 2 and the top left is 1. Well it sounds easy, depends if it works for your game.

  • I don't know fully how your game works but if it works where pieces fit together to form a more complete piece, you can have one piece on selected for drag, pick all the other pieces where the instance variable is matching and pin to that piece, they would move together. So pieces that are already correct and set to move would have instance variable value 1, and ones that are not correct are 0. The pieces set to 1 would move with the one you are dragging.

  • It's still kind of difficult to work out what's going on and why Pin behaviour is necessary. You are dragging sprites around then you use set position right? What does the addition of Pin do? To relate them to each other you can use instance variables, objects that have the same value can be picked and move together.