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  • Hi, are you referring to global variables? There is a system action you can use 'Reset global variables'.

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  • Well you are setting layer 1 to be visible on lives=0, but the level failed is layer 3. Also there's nothing to set the level failed message to the player position so you might not see it unless you are standing next to it.

    For anim events you can try :

    Platform is moving : set animation to Animation1

    Platform on stopped : stop animation, set animation frame to 0

  • Yes easier to debug with the file otherwise it's guesswork.

  • You create a sprite, open the image editor, import the animation as a sprite sheet.

    You give the sprite a behaviour depending on what type of game. If it is a platformer you give it the platform behaviour.

    Then in event sheet you create events such as on left/right button pressed play animation "Walk"

    This is the animation editor : construct.net/en/make-games/manuals/construct-3/interface/animations-editor

    This question does ask a lot though, probably better to look at the manual and try some things then come back on this if you are stuck.

  • This doesn't make too much sense. "When a word is chosen i want it to add a value equal to the global variable of the same word." ? Provide some examples.

  • ok no problem ^^

  • Look at the 'Persist' behaviour, it's for this kind of thing where destroyed objects stay that way when you return to the layout.

  • You can only have one instance of each object per container so it's creating the missing instances for two more containers. You won't be able to use Foliage 2 twice in the same tree for example.

  • Hi, you can use system compare condition when enemy.count=0. Count tracks the number of enemy objects that exist. You could also set a global variable to enemy.count so you can clearly see the number remaining.

  • Don't use families and containers, just containers. You can say on collision with trunk, move the foliage, and it'll move the foliage that is in the container with the trunk you touched. If you try and pick the foliage as a family it'll start picking every foliage.

  • Because both layouts use the same event sheet, when zombies=0 it keeps reloading layout 2. If they must use the same event sheet then you can add a condition, zombies=0 and layoutname=layout1. Also if you set a target number for zombies on start of layout it would stop the constant refresh.

  • Whatever the logic is, some kind of player movement I'm guessing, put it into a function.

    Then use two events -

    Controller stick block : call function

    D is down : call function

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lionz

Member since 5 Aug, 2013

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