lionz's Forum Posts

  • In terms of movement you can do it a few ways. One is to say if pickup.ID = slot.ID then set pick up position to slot, that way when you subtract 1 they will automatically move down a slot i.e. pickup.id=4 will become 3 and set its position to slot.ID=3

    You don't need that event for slot number you should just set the variable in the editor view.

    For the other one its because when you do on destroyed it narrows picked instances to 1, you then cannot pick more unless you do a sub event 'system pick all pickup', this opens them all up to be picked again, and then you can do the other event after it.

    Looks like you are on your way, with some tweaks and edits you will get there eventually with this mechanic.

  • You could start using some kind of slot ID type mechanic so you can pick out the slots easier. Then if they were numbered 0,1,2,3 for example, the pickup would also be assigned the same value on a family instance variable when you pick it up, for each slot and not full etc set position to slot and set pickup ID to slot.ID, so you would have a pickup with ID 2 overlapping as lot with ID 2 for example.

    Then when you use a pick up you have its value, so the one in the screenshot missing would be 2. On destroyed, you can say for each slot ordered by slotID, if slotID greater than 2, subtract 1 from the pickup.var. This moves them all to the left by 1.

  • Instead of key pressed use 'key is down'

  • You do not have permission to view this post

  • I had a look at a video as I'm not familiar with the game and it looks like a sprite animation, it spawns on the player and then probably the hit box is on the edge of the spear. So I don't think necessary to make it a moveable object you can create an animation.

  • The artist made a new tilemap within a fixed area rather than infinite and this has now worked. Thanks again for the help! DiegoM

  • You use a global variable condition like var=0 then set it to 1 to lock out the event.

  • like in the previous response you can use the same way, condition that hp is greater than 0, then pick lowest hp.

  • Oh I have never used pick highest but this would also work. I thought it was to do with z order :D

    You can use pick highest attack stat and before this have a condition that the enemy stat is greater than 10, less than 21. This will pick the highest of the 'remaining' enemy instances.

    In general I think the enemies should be different objects or you end up with a lot of animations on one object. If you want to pick all enemy objects together later you can use a Family of enemies.

  • I think you would get more responses if the posts made sense, please explain clearly what you are looking for.

  • You can use a loop but not the one you mentioned, there is a system 'for each(ordered)' you can run through each enemy ordered by attack stat from high to low, so the first one it finds is the one you want.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Add with the condition a system 'for each exp'

  • Yes they will see the button but this is expected, there's no handling for the browser change really. As a player if you do that then it's on you.

  • Windows XP is as obsolete as Construct 2, come over to the light side my friend.