lionz's Forum Posts

  • You are running the same function twice, is that correct? If those are the events in the function then you don't need to use a function, they are actions that can just go in place of the function call.

  • You could run the choose and then check if that object.color=choose exists and if so run the choose again. You could have an array with 1,2,3,4 at x and pick a random x from 0 to array.width which chooses the number at random and then deletes it from the array so it cannot be chosen again i.e. it picks 3 you are left with 1,2,4 in the array for next time.

  • It doesn't seem to be doing what you described but yes a function is best to cut down repeating code. You said something happens when the player fires an arrow but the logic shown suggests you are checking a variable on start of layout. Also I can't see what you've put in the function.

  • set text : ""&curVar&" / "&maxVar

  • A tick is 1/60th of a second so if it was 1/60th of a second later for each object I'm not sure how you were hoping to see this with the naked eye? :) Maybe you meant every second? If you create all objects every tick, even though events run in order from top to bottom the objects will still appear to spawn together.

  • This probably has more gameplay than No Man's Sky hehe, looks interesting, good luck with it!

  • You can't properly use wait if you set the timescale to 0. I've made a fix here where you set the boxes to immovable so they freeze on screen and it picks the boxes based on which is the lowest on screen which I hope is always the same as order of created. dropbox.com/s/xcwysmwdbhar0q4/c2%20ques.capx

  • From what I've seen on the forums, there used to some issues with the plugin but now it's fine, and people have it working just based on the info in the manual.

    There is also some additional info from developer here : construct.net/en/forum/construct-3/how-do-i-8/any-news-on-mobile-advert-prob-138163

  • Well you would just need one event for this, when you overlap a sign i.e. player is overlapping sign, you set the text to sign.variable where the variable is the text to be displayed.

  • Yes you can do this, for example if 0 and 1 are stored at X only i.e. 1,0 2,0 3,0 4,0 then the logic is :

    for from 0 to array.width, add array.at(loopindex,0) to variable

    At the end of the loop the variable is the total of all values at X.

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  • Did you try a number of sprites with bullet behaviour created upon death with various angles set?

  • Hiya, you don't download a file to save the game. With local storage you set an item to array.AsJSON when you want to save it and then get the item when you want to load the saved array.

  • I don't think you can get the object name, unless you have an instance variable which is the name of the object, but the question is why would you want that? If you overlap sprite3 it becomes the picked object so technically you could pull the instance variables from it with events and set text to those values.

  • So the location of the touch doesn't matter, it is touch anywhere on screen? You can do this by toggling a boolean.

    On any touch, toggle sprite.boolean (between true and false)

    If boolean = true, every tick simulate control move left

    boolean = false, every tick sim control move right

    Something like that.