lionz's Forum Posts

  • I don't get a javascript error but this usually occurs because things are looping too fast. Add in some Wait time of 0.1 seconds in the follow logic.

  • Yes, pathfinding.

  • I'm going to assume that this is happening because one animation is longer than the other. Just use some OnFinished events to ensure that both animations are finished before going to idle.

  • Easily is the answer. Look at layers in the manual.

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  • Ah ok, from the way you listed the ways of doing it I assumed you knew what UIDs were. When you select the object, the UID is listed on the left side under the name of the object. In the kind of game you're describing I think it's fine to just use UIDs as you are unlikely to be spawning and destroying loads of buckets and gates etc.

  • My favourite way would be :

    If Bucket = Full (instance variable Full set to true perhaps)

    Cond: Pick bucket by unique ID (ID of relevant bucket)

        Sub event: Pick gate by unique ID (ID of related gate)

                  Do Action (like move gate, play anim of gate whatever it is you're doing)

  • If the bucket is always associated with the same gate then simply pick object by UID. It can't really go wrong : D

  • Are you actually able to access more than one gate and/or bucket at the same time? If not, then I don't think any of this is needed. When items collide with a bucket you add numbers to an instance variable for the bucket and then enable gate opening.

  • Something like on collision with another object, increase friction

  • The way I would do this is with the physics behaviour. Gravity drop stuff is all within that. I think it's fairly basic, just adjust the settings and have a play around : D

  • Once you make the game, it is your game. You have the original files from when the game is made. All the credits are yours.

  • I think you can only choose numbers or strings. Using actual objects might not work, you may have to relate choose(1,2) to the different anims which kinda comes back to my original post.

  • Create Object

    Sub Event : Cond: Var = 0     Set Animation "Muzzle 1"

    Sub Event : Cond: Var = 1     Set Animation "Muzzle 2"

  • Arcosta arontwose

    Yeah go with this idea. Much less stuff required than mine. neat! : D

  • Just use the logic you are using for assigning to slots and say that when item is dropped, if not occupying a slot, set position to inside circle.