lionz's Forum Posts

  • It resets every time you run the event, so every time you click on the object. Maybe you are looking for an 'instance variable' on the object itself.

  • When you have one sprite object with all the possible covers it loads everything into memory even when you might not need it. It is better to have separate objects for each cover. Cutting down the individual image the best you can is also good. As for applying to all covers at the same time, use a Family.

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  • You created an instance variable 'frame' but it's not used, do you need it?

    Because your animation is 120 frames, you can cut down on image memory by removing the backwards animation and instead playing the forwards animation in reverse by setting animation speed to -60

  • Add timer behaviour to object A and say, object A on collision with object B, start timer. Then have another event 'on timer' destroy object A. And another one to cancel the timer like object A not overlapping object B, stop timer.

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  • The first one just because the second way will drive you crazy

  • I think you can't access the variable in the way that you're describing. Based on the design of the game and how letter are used maybe there is a better way to do it in general though. For now you can just use condition, if family.type=A then set var to family.A. You could use a function where you send through the type as a parameter then apply as necessary.

  • If that is the important column which determines item order then put this in the first column which is used for sorting.

  • If you have one object type Character you don't need to use a Family. In general though if i'm understanding what you want correctly, you can access through some condition : if Family.letter=A, set var to family.A

  • You can't with the default action but why are you doing it? Maybe there is a better way to do what you are trying to do.

  • Think I answered this one already, for each (ordered) by rank : move to top/bottom of layer

  • Of course it depends on the exact design of the game and how it works but for example on start of turn you can predetermine the enemy actions then have the player do theirs and add each action to a row as such :

    1. enemy1 > block > target=enemy1

    2. player1 > magic > target=enemy1

    then you run the actions in turn, popping the top of the array each time so you are always running row 0.

    1. run block function on family instance enemy1(updates variable that they are blocking)

    2. run magic function on family instance enemy1(apply damage to enemy1, show magic related UI etc)

  • See above I forgot to mention that you don't need to import from an outside source. You can create an array file in Construct then load it into the array and use the logic I mentioned where the row is the wave number. It's on the project bar at the bottom create array file and then load it into an array on start of layout.

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