lionz's Forum Posts

  • Also the outcome is kind of thin because I'm not sure how you can get into too much trouble if an 'on any click' triggers in the same tick but earlier than 'on clicked on an object'.

  • You can replace the flash action with play enemy hit animation (enemy : set animation) if you already have it. Or if the tutorial didn't have the enemy hit logic you can use sprite on collision with enemy, play enemy hit animation.

  • Make sure the on button pressed is on its own at the top level, then add the other conditions as indented sub events

  • the issue isn't whether you used 'button is down' or 'on button pressed', you can use 'button is down' with trigger once but 'on button pressed' is better. On button pressed would still run through all the events and adding wait 0.01 seconds isn't a great fix. You can use Else to make sure it runs through only one of the actions and not all of them.

  • It's a little convoluted, couldn't you just use one variable and increase it for each page? Anyway to fix it you can have button A pressed as a top event, then the other logic can be included as sub events with Else, that way it will only check one at a time on the button press and not run through them all.

  • Did you mean move everything on the X axis otherwise this is kinda confusing? You can use set Y on the yellow object to keep a consistent Y.

  • Ah okay so the emphasis was on one. Try system pick a random instance of object.

  • This is very basic use of the platformer behaviour, did you look at this before? You can set an animation when the player is jumping, landing etc

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  • Use the object itself, compare variable.

  • Is that frame of the animation actually smaller? Check the dimensions in image editor.

  • Hmm well do they make me want to start working on an isometric game...

  • I'm not using Construct 2 right now, but these are the events to use :

    Give bool variable to car object, 'isFinished' set to false.

    Global variable to track the number of cars finished 'numFinished'

    Pick car where variable 'isFinished' = false : set 'numFinished' to car.pickedcount

    If 'numFinished' = 0, display all car finished text

  • How have you done the running mechanic?

  • Set a variable on the car, when car collides set the variable to true. Compare car.count (number of cars) for variable=false, when it is 0 then all cars collided.