lionz's Recent Forum Activity

  • You need to request the publish_actions permission when they login.

  • I saw your previous post and was in the process of answering it works for me if I put the particles in a container with the asteroid. Then when you create an asteroid the particles are created along with them. Then pin them on created as you had in an event. It works fine for me even with the first spawned asteroid. There will be a logical reason why it doesn't happen for you, can probably be debugged to find a solution. This might sound obvious but maybe it wasn't considered as a possible reason behind it, is your first particle object already in the level so it is not created and therefore will not trigger the on created event for pinning?

  • I set this up in a kind of longwinded way, it can probably be cut down shorter. When two objects 'fight' or I assume collide or overlap, you can pick the nth instance of the overlap using system compare. In the overlap, one sprite will be instance 0, the other will be instance 1. You can compare that the instance variable rank for instance 0 is less than the variable rank for instance 1 and if so set instance 0 to destroy or 'lose', then put else set instance 1 to lose. This might be useful when doing these kind of 1 on 1 battles, it's Pick nth instance in system compare.

  • There's a system compare for 'in between values', use that for between 300 and 400, between 200 and 299.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Put it on its own layer in the inventory layout. Make this layer a global layer. Now if you add this layer to other layouts the inventory will appear and you just make the layer visible/invisible.

  • You can pass parameters through a function like that but I don't really know what your game is meant to do. Your logic had you selecting a character and then having them move on right click to a position so I just based my logic off that.

  • There you go, 3 events for all characters : https://dl.dropboxusercontent.com/u/495 ... chars.capx

  • You could probably do it all in a few events with families. You would use a family instance variable for the selected character, set this to true when they have been clicked on or selected at the start of the game. Then you could say character(family), selected=true, find path to mouse.x,mouse.y, character(family) move along path.

  • You could initially create the coins based on a global variable being 0 and if they are collected set it to 1, so when you return they won't be created.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 79 followers

Trophy Case

  • 13-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

26/44
How to earn trophies