lionz's Forum Posts

  • You just set a co-ord into a variable for initial touchxy. Assuming you already have the angle for the cue set to i.e. 0, I would then move the cue at angle 0 every tick (position + the distance between current touchxy and initial touchxy. ) So if you're holding down and have dragged 50 pixels then the cue moves at angle 0 for 50 pixels, the distance between initial touch and current touch. Also it's a CUE, if you're making a pool game

  • Here was my event, for reference. I set the sprites to drag and drop. Make them collide to see how the weaker ranked one is destroyed. I store one of the rank variables temporarily in a global variable to compare. https://dl.dropboxusercontent.com/u/495 ... mpare.capx

  • You'll want to use containers for this I think. Put all grass tiles into a container object. Pick one grass tile, all tiles in the bush are picked. Destroy one grass tile, all tiles in the bush are destroyed. Set the opacity of one tile, all tiles in the bush change opacity. Not sure why you don't just have one bush object though, seems like it would be easier. If you have to make the bush from 5 grass tiles then containers are the way.

  • You need to request the publish_actions permission when they login.

  • I saw your previous post and was in the process of answering it works for me if I put the particles in a container with the asteroid. Then when you create an asteroid the particles are created along with them. Then pin them on created as you had in an event. It works fine for me even with the first spawned asteroid. There will be a logical reason why it doesn't happen for you, can probably be debugged to find a solution. This might sound obvious but maybe it wasn't considered as a possible reason behind it, is your first particle object already in the level so it is not created and therefore will not trigger the on created event for pinning?

  • I set this up in a kind of longwinded way, it can probably be cut down shorter. When two objects 'fight' or I assume collide or overlap, you can pick the nth instance of the overlap using system compare. In the overlap, one sprite will be instance 0, the other will be instance 1. You can compare that the instance variable rank for instance 0 is less than the variable rank for instance 1 and if so set instance 0 to destroy or 'lose', then put else set instance 1 to lose. This might be useful when doing these kind of 1 on 1 battles, it's Pick nth instance in system compare.

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  • There's a system compare for 'in between values', use that for between 300 and 400, between 200 and 299.

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  • Put it on its own layer in the inventory layout. Make this layer a global layer. Now if you add this layer to other layouts the inventory will appear and you just make the layer visible/invisible.

  • You can pass parameters through a function like that but I don't really know what your game is meant to do. Your logic had you selecting a character and then having them move on right click to a position so I just based my logic off that.

  • There you go, 3 events for all characters : https://dl.dropboxusercontent.com/u/495 ... chars.capx

  • You could probably do it all in a few events with families. You would use a family instance variable for the selected character, set this to true when they have been clicked on or selected at the start of the game. Then you could say character(family), selected=true, find path to mouse.x,mouse.y, character(family) move along path.

  • You could initially create the coins based on a global variable being 0 and if they are collected set it to 1, so when you return they won't be created.