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  • And I gave you the way to generate the timestamp, see the screenshot in my first comment. You get your timestamp in the d variable, you can do "Save game to slot d".

    But in order to load this game, you will need to know the exact name of the slot, that's why you should also store it somewhere else. The easiest method is to store it in Local Storage.

  • So when you click any letter, it should get bigger. When you click another letter, the previous letter should become small again and the new letter should become bigger, is this correct? In this case, Spriter would be a huge overkill for this task!

    It can be easily done with LiteTween:

    dropbox.com/s/s7sv826wjb2ha8y/LiteTweenDemo.capx

  • There are lots of ways to do this (you can use "8direction simulate control", set vectorX/vectorY), but they require a little more knowledge of C3.

    Try this template first:

    Replace "On mouse click" with "Touch is in touch"

  • You are asking very basic questions, I suggest you start with some tutorials:

    construct.net/tutorials

    There are a lot more tutorials for Construct 2, you can use them too (most of them are compatible with C3):

    scirra.com/tutorials/top

  • Here is what I usually do:

    Global Text Variable boxesMessage = "You have % boxes"
    
    MyText set text to replace(boxesMessage, "%", numberOfBoxesCollected)
    

    .

    You can use any other symbol instead of %.

  • You can give timestamps to saves, but it's not possible to browse all existing saves. So you'll have to write the list of all save files to Local Storage. When player wants to load a game, you'll need to retrieve the list of all saved games from local storage and display this list to the player.

    To generate the timestamp you can use JS code, for example:

  • You don't need both Mouse and Touch in your game. Touch events will work on PC with hardware mouse.

    So remove the Mouse object and use "Touch is in Touch -> Player Spawn bullet"

  • Do you have layers with different parallax?

    It will be easier to help if you could post your capx.

  • Kyatric, thanks! But I was hoping you could fit everything in the first comment. Maybe we should ask Tom? Having the list of addons split into 5 messages on 14th page of the thread is not very convenient...

  • , I think OP meant spawning multiple object instances, each of which will have its own (one) shadow. If this is the case, then containers will work perfectly.

    If one object should have multiple shadows, then he needs to use your solution with linking objects by UID.

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  • It's not a problem. Add the sprite and the shadow objects to a container. When you spawn a new sprite, its shadow will be created automatically, and both instances will be logically linked together.

    So when you use "Shadow set X to Sprite.X", each shadow instance will be positioned to its own sprite instance.

    You can also use "For each":

    Every tick
    For each Sprite
     -> Set Shadow X to Sprite.X
     -> Set Shadow Y to ...
    
  • Kyatric zenox98

    Could you please update the first post in this thread?

    I prepared the file with the list of all plugins correctly formatted for the new forum. The result should look like this:

    .

    BEHAVIORS

    MoveTo by rexrainbow

    Swing by rexrainbow

    Step by rexrainbow

    ...

    You can download the list here:

    dropbox.com/s/6s3qm122uihf9wv/addons_formatted.txt

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dop2000

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