lionz's Recent Forum Activity

  • I think I have worked it out - that object probably has 0 opacity in the editing view as you set it to 100 for the boss, but you don't set it to 100 game over. If it is created with 0 opacity and you don't set it to 100 then it is destroyed immediately. That's my best guess.

  • I can't see any problem with the events, I mean there shouldn't be any if you're calling the same function each time. If you could share the project then maybe can work it out but from the screenshots it looks fine.

  • Yes that's right for the first problem. For the second problem look at your collision boxes on the sprite.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If you know what the last card created was by some variable to compare with the family then you can use system > pick last created 'Family'.

    edit : I just read that you tried that, so what wasn't working? It should recognise that the object is in the family

  • You can give the crop objects a variable and use this in the clicking condition (if object.var is not crop then click) or using this variable again you can compare which objects are crops and disable their collision when the crops layer is invisible / battle starts.

  • You can't specify which object is created so you'll have to use logic like if ID=1 create object 1 etc. You can use family instance variables to assign stats to the card.

  • > Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

    we both simultaneously posted near identical replies cx omg

    :)

  • Event would be something like : every tick - set height to height+1, set width to width+1. You would change the 1 depending on how fast you want it to expand.

  • With a simple array construct.net/en/make-games/manuals/construct-3/plugin-reference/array

    You could also take a look at the tutorials although they might be a bit more complex than you need. It would just be a 2D array where you select the icons and an item is added.

  • You can narrow it down by again picking the monster instance with UID targetUID for the overlap check. Or you can do something like checking if the instance with that UID still exists. The latter would be useful if in your game you have to destroy the bullet early before it reaches its destination by checking while bullet 'is moving' if that instance exists.

    And yes of course you would need an event for when there is a monster there on arrival. Not sure how your game works but if it's possible then you need to plan for that.

  • Not sure about target acquiring and if that would move to the correct monster, I've not seen it used like that before, but I guess if you pick a target then try and go to a monster it's not always the same picked thing, as you're not saying move to turret target but just any monster. The bit about destroying should work though hmm.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 79 followers

Trophy Case

  • 12-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

25/44
How to earn trophies