lionz's Recent Forum Activity

  • I think the easiest solution would be that if sprites are overlapping, the touch will touch only the sprite on the top of the layer it's currently on.

    That's the way I thought it worked.

    That's not the way it works but you can add logic to make it work like that, if you group all pickable objects into a family and use 'pick top'.

  • You add a 'for each instance' to resolve that.

  • What is the condition you used and added trigger once to, was it 'is overlapping' ? Use bullet on collision with sprite, that triggers once and helps to pick the sprite.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Home button only suspends the app, when they enter the app it should be in the same place. Maybe you meant if they close the app completely and you're looking for a resolution to do with saving the game?

  • I am going to explain how to do it in the sense that an enemy is attacking the player.

    You put all enemy objects, enemyA enemyB enemyC into a family 'enemies'.

    You add a family instance variable to enemies - 'damage'.

    You add other logic, set enemyA.damage to 10, set enemyB.damage to 20, set enemyC.damage to 30 on created.

    Then you have attack logic, enemies(family) on collision with player, subtract enemies.damage from player.

  • Wow that's been fixed nice!

  • Read up on Families in the manual. It describes an example with enemies.

  • This is what Families are for, you group all enemy objects into an enemy family, replace the damage variable with a family instance variable for damage and say on overlapping family do family.damage.

  • Do you have logic to set them to something 'on start of layout', or logic that says to reset global variables?

  • Ok thanks for the info. If you've done it this way then it should be easy to sort out. Based on array/level status you set a frame, so if its complete or not complete, and a number of stars, but this is only setting frames of an animation.

    For levels that you know are of type A, you set the animation to type A. Type B the animation you set to type B etc. You make sure that each animation has the frames represent the same level state i.e. 0 locked 1 unlocked 2 1 star etc, the only thing that will be different is each animation is using different background image based on level type.

    So all you need to do is set the animation in editor view. The frames of the animation will be controlled by the tutorial logic. Just make sure the animations are matching with frames aside from the game type background images.

  • Use global variable

  • BadMario has diverted from the original topic of discussion. Is OP wasting their time entering tons of bugs for Construct 2 : yes.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 75 followers

Trophy Case

  • 11-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

24/44
How to earn trophies