dop2000's Recent Forum Activity

  • You can add "For each" in a sub-event, just for logging. It won't change the logic.

  • If you start Timer for the entire family for random(n) seconds, it should work exactly as you described - each instance will get its own random timer.

    It's still possible that On Timer event will be triggered in the same tick for two or more instances, so you can add "For each family" to the "On Timer" event if you want to process each instance separately.

  • Regardless, create card instances. You can always count the number of specific cards, for example if you need to create card "A" but only if player doesn't already own 3 cards of this type:

    Card Compare instance variable Player="John"
    Card Compare instance variable Type="A"
    If Card.pickedCount<3 
    .....Create new Card
    
  • Yes, all switches in notification settings are turned on.

    If so, looks like the post was edited - I decided to not issue notifications on posts that edit them in to help prevent spam.

    I see, it makes sense.

  • You are right, I never noticed that there are 3 kings of clubs. It's because the deck size is 52 cards, not 54.

    also a bunch of 1 of cards is a lot different than some cards being played at 4, some being at 3, some being at 2, some at 1.

    Sorry, I don't understand what you mean by this.

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  • Check out this demo, it's quite old but may give you some ideas:

    howtoconstructdemos.com/template-for-a-card-game-shuffling-a-deck-of-cards-dealing-cards-to-two-players

  • One other issue I noticed - someone tagged me in a new post, but I didn't receive a notification.

  • So you have one instance of the object Deck with many instance variables in it representing cards?

    Why not create many instances of Card object? It will be much easier to work with them, even if you don't need to display cards on the screen. You can add variables like isDrawn, isPlaying, cardValue and so on, pick cards, count them, filter, destroy etc.

  • It's easy to do with meshes:

    dropbox.com/s/92ozw2ef0zomqx0/Spotlight.c3p

  • If all moves are made with different animations, then yes, I would play a "grab" animation on one character, and pin the second character to an image point in the "grab" animation (hands of the first character).

    I'm not sure about physics. If you are not using Physics in the game, then it's better to do the throwing part with some other behavior, like bullet with gravity.

  • The new notification system has the same problem as the old one - the bell icon is active and says that I have two unread notifications, when in fact there are none.

  • Many object's events in Construct can pick instances. For example "Is visible", "Is on screen", "Compare X", "Compare instance vairiable" etc. And there are additional System events for picking.

    So if you have an instance variable ID on the sprite, you can use "Sprite Compare variable ID=5" to pick, or "System Pick by comparison". But the first method is simpler, and it makes the event sheet easier to read.

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dop2000

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