Messy conditions

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An exploration and Spring Cleaning! Find and return items to their proper place.
  • Hi guys!

    The file contains further information of my problem. 'm pretty lost with For Each, Pick by comparison and similar stuff. Hope you can enlight me, because I got really stuck here.

    Thank you as always.

  • I am not sure what you want.

    There are 2 switches for each (2) doors. Do you want them to open when both switches are pressed? In that case you dont have blocks enough to solve this puzzle. So i interpreted it as: 1 switch = 1 then open doors .. 2 switches = 0 .. then close the doors. Any other interpretation you can easy do based on this capX. ... k56dUxjazA

    More Questions ? Just ask. Unless you dont like my attempts to write some English.

    I changed the animations to be able to use them as a usefull switch.

  • Holy shit, you are so good at this. I'm spanish, just in case you also are and we are being a little bit dumb trying to write in english!

    You interpreted it perfectly. I completely ignored the existence of "PickedCount" and the way you previously pick instances and make sub-events from that. Amazing. I really, really need to study that. There's only one thing that didn't work, though. If I try to press a button with the player without a box already on any of the buttons, it doesn't get pressed. Once you have placed a box in one of the sensors, I can press all the other ones with the player, no matter what "number" they have.

    I didn't touch anything yet. I'd love to have the cap-x perfectly setup to study it slowly and try different things.

    Thank you very much.

  • You will manage. Once you see the light, you can not unsee it again.

    Just see how i use chains of events that work on the previous picked items, until that one item is left as a seed for the actions.

    You created there a perfect puzzle to learn from.

    And i would like the def cpax of this, if thats ok.

    Again, i am sure that you will manage, because if you have that 'click' it 'clicked' for ever.

  • Oh, and you might need two instance variables, if not for this level, i think certainly for the next levels.

    Instead of only Pushed, PushedByBox & PushedByPLayer. Might as wel calculate that in now.

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  • Thank you for everything. I'm actually having this little problem that is driving me crazy. I still can't have the buttons pushed by the player unless a box is pressing any of the buttons previously. Like, maybe is it constantly resetting to unpushed or something?

    The logic should be like:

    -The player can push any button IF that button doesn't have an un-pinned box pressing it's sensor and, of course the player isn't over the sensor already.

    -The box can press any button IF it's un-pinned and the player isn't over that button.

    Thousand thanks.

  • AHA the last rule ! Now the logic gets clear. Have a lil patience, i'll try.

  • Well.

    First rule has as a backwash, when no box is touched, the player can swith any button.

    By switching i understand: ... when its 0 make it 1 .... when its 1 make it 0.

    That way the player does not need any boxes to solve the puzzle. ... 1FKWFkwdzA

    Unless they auto close after some time. ... m5HeTFiQTg

    Unless they mirror. ... msxMmNERm8

    Unless i still dont understand your logic.

    Anywayz, thx for feeding me this puzzle. Was fun to do.

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