lionz's Forum Posts

  • Nope, but why would you want to? It's only used to identify a particular instance.

  • It's just to do with the speed, acceleration and deceleration, those kind of options. If it takes a longer time to slow down it'll shoot past it or can start slowing too early. I'm not entirely sure what the perfect settings are to stop immediately but maybe somebody knows.

    If you want to move to an exact location you could try the rexrainbow moveto plugin, which doesn't have the need for physics and speed settings on an object. It simply moves the sprite to an exact location.

  • It should arrive at the position you've specified.

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  • You have to ultimately integrate it with the Steamworks SDK I believe. For Greenlight though yes it is just a video and some images.

  • As mentioned above 'Set Text' is used for refreshing text. Every time you call that it will update with whatever the global variable exists as at that point.

  • In the same way as picking for the pinning, you need to pick instances for animation change so you'll need a for each again to split everything out. When you say for each you are saying for each individual instance of the object. If you don't specify this you are saying please do it with the first instance of the object.

  • Your event will pin everything to the one instance because you haven't 'picked' anything so it defaults to picking the first instance. Your logic should be something like 'for each worker - spawn animation, pin to worker', essentially putting those last two actions into a 'for each'.

  • I don't know anything about the game. Can you receive all quests at once? You would probably need a global variable for each quest, an amount of gold, wood and enemies. You update the text based on which quest you want to show or which one you are currently on. You could set up a variable for currentquest, if it is 1 then show the enemies quest, if it is 2 then update text for the gold quest. Depends how your game works and how the quests are viewed.

  • Under the other animations add a condition play when not jumping (is Jumping inverted)

  • Oh right I thought enemyskilled was a variable. When you receive the quest you update the text to something like "You must kill"&quEnemies&"enemies" where quEnemies is a global variable set to 5, the text will then display You must kill 5 enemies. Each time you kill an enemy you subtract 1 from the global variable so it now says You must kill 4 enemies. You set the text to update every tick.

  • On enemy killed > append text to quest journal

  • Edit Post, the pencil on the top right of the very first post.

  • on start of layout set size to 1,1,1. Pretty much clears out all the zero data and makes for easier pushing and popping.