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  • Use "Wait 0.5*loopindex"

  • That's how Construct works - you have to wait until the end of the tick to pick newly created instances. Exceptions are: On Created trigger, Pick Last Created, Pick by UID

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  • Looks like "On collision" is triggered separately for each instance.

    You can use "Is overlapping" instead, and "Pick nearest" as a second condition.

    Or try removing "for each" from the code on your screenshot.

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  • You can add a sub-event immediately after "Create by name" and use "System pick last created family" condition. There you will be able to change the properties of the created instance.

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  • mikeadamski26 Dictionaries are used when you need to store a lot of data, say, an entire dialogue or inventory system in the game. It may also be useful when you need to access the data dynamically, for example, to get a specific dialogue line for NPC_Name&"_greeting", where NPC_Name is a variable.

    If you just need to store two strings of text, a dictionary would be an overkill. You can use two global variables (GoodMessage and ExcellentMessage). Or local variables inside the event where you display the text. Or even hard-code the text in the "Set text" action, which is not a good programming practice, but definitely the easiest way to do this.

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  • So you did mean instance variables! Is there a reason why you store those texts in instance variables on the dictionary object, and not in the dictionary itself?

    If you need to access instance variable value, just use Dictionary.Good or Dictionary.Excellent

  • This is an English forum. Here are some Russian C3 resources:

    prodevs.ru/forum

    vk.com/prodevs

    In layout editor right-click an object and select "Z Order".

    In events you can use actions like "Move to top/bottom", "Move to object". Or System action "Sort z order".

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dop2000

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