lionz's Forum Posts

  • There is a condition, on mouse button released, you can use this and hide text box on left button released.

  • You could maybe use a global variable and on button press set a global variable to 1 or 2, depending on button, do this in events on the first layout.

    Then on event sheet for layout 1, you can say on start of layout, if global var is 1, load this data, if global var is 2, load the other data.

  • If they are different objects then you do with events, on button press go to layout. If you are referring to same object but 2 different instance of same button, then you could add instance variable of text, and the name of the layout, then in events you can use 'go to layout by name' and the name is button.variable.

  • Is matchdone = 1 when you tap the ladder? If that condition is true then the tapping won't work.

  • You apply actions to all instances of an object type unless you pick using conditions on the left. It's all in the manual! When it says create object it means create object instance.

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects

    construct.net/en/make-games/manuals/construct-3/project-primitives/objects/instances

  • Didn't quite understand the gameplay description but you can right-click invert the overlapping check so it becomes 'is NOT overlapping' an object, does that work well enough here?

  • You can do anything you want. You can pick by UID or IID. You can give it an instance variable to identify it. How many unique identifiers do you need?

  • One option I suppose is to not use the platform behaviour to move the block, you can try sine or just events to increase its Y, will that have the desired effect?

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  • Only controlled by the device itself, you should change the design so it's not based on being idle.

  • Hard to guess let's see the events/code

  • Does pin behaviour with pin at image point on top of the block do anything? Too lazy to set up a test.

  • Nice, your method seems fine too for a simple spawning. If you want to keep the spawners around you could set an instance bool hasItem to true so it's not picked again rather than destroy. There are many approaches for this kind of thing :)

  • Using an instance variable on the spawner object, something along the lines of :

    Pick a random instance of spawner, where instance variable is not set to 0 (default/empty), set var to 1.

    Repeat this for 2, 3 and 4. You can use a for loop for 1 to 4 and use loopindex as the variable which will be 1,2,3,4 or just add 4 events top to bottom and they would run in sequence.

    Then you have 4 spawners each randomly set to 1, 2, 3, 4.

    Add logic to make 1 relate to a particular item, 2 is another item etc

    Or if the item names are known and its easier with text, set the instance variable to a string and say where instance variable is blank/"", pick a random instance of spawner and set to item1name etc and repeat 3 more times.

  • You can use set mirrored/not mirrored actions together with the simulate actions in the same event.

  • Dunno, cannot see the code :D should be a simulate left/right and if it collides with the invisible sprite then simulate the opposite direction