lionz's Recent Forum Activity

  • I did the events like that because you were bothered about multiple drones being built and asked for a point in the right direction, my logic resolves that. How a progress bar updates over 10 seconds is up to you, but doing something every tick is very fast.

  • With player points condition you add another system condition 'trigger once'

  • The event is running constantly you need to add a trigger once.

  • No need for tutorial, just share your events or C2 capx file and it can be sorted out :P

  • The families are used to group all buttons as one single object so you can refer to them like this in one event. Reverting back to saying if overlapping button 1, button 2, button 3 etc, that's what families are there to resolve.

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  • Check if the collision box is where it should be, also found in the image editor.

  • Nice, good luck with it. I love construct games on kickstarter. Will back it when it goes live!

  • Not really sure what you are asking. You use families to allow different buttons to do the same thing without telling them individually, so one event instead of many. When you say cursor is over button family, you are saying for each button object that exists in the family.

  • Better to share the events, it might not be collision problem. You could be saying while overlapping every tick so the enemy is stuck or something. I think on collision with an object then change direction should pretty much work every time though.

  • If you're doing it more visually and simple then you can have a variable tracking the number of items, and depending on the number when you drop, place it in a specific place. So if numItems is 2 then on drop set item to slot 3. This won't work if you can pull items from the middle though so 2 is empty but 1 and 3 are filled.

    You could also use on object dropped, if not overlapping item i.e. there isn't one in the slot, then place it there. That's using the presence/collision of the actual sprite object.

    You could also have the slot as an object, with an instance variable which tracks whether an item exists. On dropped over slot, if isEmpty(variable), then place the item. But this doesn't choose next slot and rather relies on the specific slot you are choosing to drop it in.

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lionz

Member since 5 Aug, 2013

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