lionz's Forum Posts

  • Hmm a few ways but depends how your game works, it gets a little tricky.

    When you spawn the sprite on the family, you can relate them to each other by for example setting an instance variable on the sprite to the family object UID, or you could have a family instance variable on the family object, and when you create the sprite, set a variable on the sprite to the same value, so family.var is 5 and sprite.var is 5 for example and they are related.

    Then when the sprite is destroyed, you find the family object that has the same var value, and you set the family object picked variable (from the other comment 0 to 1) back to 0 (unpicked).

    Another way is for example if the sprite always overlaps the family object, you could say on destroyed pick family object that is overlapping sprite and set the variable back to 0 (unpicked). This only works if that is true though about the overlapping.

    In general, you just make the sprite created relate to the family object in some way, usually with variables.

  • But I do not know how to cancel the conditions of the the instance variable is at 0.

    ?

  • If I'm understanding it correctly, do you mean pick a family instance that has not been picked yet?

    When you pick a random family instance to begin with, and spawn a sprite, you can set a family instance variable from 0 to 1 for example.

    Then your logic becomes pick a a random family instance + condition : family instance var = 0 (not picked yet).

  • I'm saying it's a bad bug, you cannot progress past level 3 that's all :)

  • Three level actually has an error on which it can not pass. Seias i will correct him

    https://preview.construct.net/#hne2npcx

    That makes sense then, sounds like a blocker to me :)

  • I had a look at an earlier version of this. I always get stuck on level 3. Also my feedback would be that it isn't fun. Also there is a bug, you can die and land on the door at the same time so you still progress to the next level.

  • There is 'Stop All'...

  • On its own it will do it constantly. You need to have it as a sub event under 'on start of layout', so press S on the 'on start of layout' event and add the logic there as a sub event so it triggers once on start of layout.

  • There is a system 'pick a random instance', then choose the object as family.

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  • You have a global variable value which is the current shortest time. At the end of a level you compare the level time with the current shortest time. If the level time is less than the current shortest time then that becomes the new current shortest time.

    The current shortest time initial value can start initially as a high value e.g. 9999 so when the player sets their first time it is always going to become the new shortest time.

  • Wait for signal is just stopping events until a "tag" is called. Did you check the documentation and examples here :

    construct.net/en/tutorials/how-to-use-the-system-wait-action-63

  • Is it resolved now with my other comment?

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  • Mmmm looking good, I added it to my wishlist. Good luck with it!