lionz's Forum Posts

  • For pickedcount you can set it to a global if you want. There's more info on Families in the manual.

  • I'm saying the variable for faceval should become a family instance variable then it's easier. As for the logic to check for the straight I mentioned it above but you'll have to work it out. You need to check that any dice is a 1 then a 2 then a 3 etc

  • Family can be used independently of other events. You use it where you want to pick all of the dice together to find their values. You may have to bring the dice value variable up to the family level though, something called a family instance variable, and go from there.

  • There's no point doing the array method if you've already started this way. As I mentioned you can use a family to group all the dice into one condition 'for each dice(family)' checks all of the objects.

  • Also I came up with a way to make this game using an array but you already started making it. You could roll 6 dice which are 6 rows of an array, an array helps you to count the number of each type or determine if you rolled something by using 'array contains value'. Also you can sort an array so you could put any dice rolls in numerical order to find the straight.

  • You would need to check if any Dice have val=1 AND any Dice have val=2 etc until 5. And since it's a chore to do that with each Dice you can put the Dice objects into a Family, this limits events so you can group all Dice together.

    Then you can say for each Dice (family) where Dice.val=1 set variable to Dice.pickedcount. Same as before basically but with a Family. Then if it's 1 or greater then you are good. You could check for val=1,2,3,4,5 in the same event with subsequent sub event checks and if all of them return 1 or greater then you have the straight.

  • When you deal with multiple instances it gets more complicated. Also those aren't the key events you shared, we would need to see all of them or you could share the project. I can already see a possible problem with the dead state that you have running constantly trying to start a timer and from what I can see you don't stop the slime from moving when it's dead.

  • You won't be able to add it as a sub event

  • Should be as simple as creating a bundle in xcode and submitting? I dunno I usually use android but it seems easy on iOS too. There is a tutorial here which may still be relevant construct.net/en/tutorials/ios-application-development-and-publishing-with-xcode-25

  • My approach to this is to use an array filled with the possible choices and pick one, then delete it so it can't be picked next time.

  • When you've attempted to make the game yourself it's not as easy as describing what to do. It looks like you are using 6 instances of the same object so that's good. In the first example you are trying to compare 6 different objects and I was wondering why. On the code I'm seeing there you can use 'ZD1 FaceVal=1' : action - set a variable to ZD1.pickedcount. That gives you the number of ZD1 that rolled a 1 etc

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  • Not sure because it depends how you coded the rest of it. What I shared is the code : system for each ZD1 : set variable to ZD1.pickedcount. This counts the number on screen which is what you want?

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    I've used a site called Netlify, where you can make a free account that has drag-and-drop site creation. You can export game for web, then literally drag the zip file over and it will make a full site you can share. Don't know all the limitations for free, etc. but I've been amazed by it.

    Good point, I use Netlify as well and didn't mention it!

  • Isn't this more of an iOS store thing so they should have a page that tells you

  • You could use pickedcount to determine how many are on screen, does an animation frame check really matter if you used 6 different objects instead of 1 object? Something like for each ZD1 > set variable to ZD1.pickedcount would give you the number on screen and if it's 3 then you know it's 3 of a kind.