6bf85f30-2578-4227-841b-41a0007077df's Forum Posts

  • Hey everyone. Hope you’re doing well out there.

    I’ve ended up in a creative block trying to solve this and figured I would ask you. In the game, I’d like the ability to have “emails or messages” show up in an inbox. From here, there would be a text box with text related to the game. It could be deleted or left in the inbox, where newer ones would be shown after and messages would move up or down to fill the gap where the message was before being deleted.

    I’ve tried sprites but once you “delete” the message, there’s a gap in the inbox list where the deleted message was.

    Does anyone have any ideas or suggestions (even if it’s just a direction to look in, an example or something to try)? I don’t mind grinding and testing but not sure what else to try.

    I appreciate your time.

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  • It definitely is going through them in order. You're a genius! Thanks for the assistance. I learned A LOT today because of you. Cheers.

  • Hmm.... like this caused it worked but I don't want it to be stupid luck.

  • Not sure where to put the Left-click and 'for each'

  • Do you mean in order of ID so 0 then 1 then 2 ? There is system condition 'for each(ordered)' so it can run through them in order of the ID.

    Correct. ID = 0, then if that one has Status = 1, try ID = 1 and so on.

    I completely overlooked the 'for each(ordered)' [brilliant call] but I'm not sure how to use it to find the next Status = 0.

    When I click on "add" when testing, ALL of the bucket sprites are flipped to Status = 1, not one at a time.

  • Hey there. Three buckets (sprites) with Instance Values of ID = (0,1,2) and Status = (0,1). When I click on the "add" button sprite, I would like to pick in order of buckets to find the next one that is empty (Status = 0). If it's empty, Status flips to 1.

    However I can't seem to find the way to select the buckets in order using pick by high/low. What would a wise person use here to select the next empty bucket in order?

  • I have sprite called bucket that has an instance variable called ID. The ID variable is assigned a random number between 0-4. During gameplay, several buckets are spawned and the ID given a random number.

    How would I check all buckets to see if their ID matches the same number, whatever it is? So if they all have bucket.id = 3 (for example), the event would check and do an action (turn all buckets red) or if they don't match, turn all buckets yellow.

    I've tried several combinations, with and without families, pick by, etc and haven't made much progress.

    I appreciate your help in advance.

    As I read through the notice of prices to use this software is increasing, I’m wondering if support for this software will remain the same or if there will be some sort of SLA?

    Currently we post a question in a forum (which I believe is a mix of other developers and a few Construct employees?) and may, or may not, get a reply. Some replies are not as helpful as others and there’s no true eta relating to when your question might get a reply. Other times, a question may go unanswered which is frustrating for a product being paid for.

    If the pricing goes up, I’m curious if the support for this product will increase to match the return on investment the customers are making.

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  • Didn't think I was asking that complicated of a question but appears it was just outside the normal reach of the forum. Luckily I was able to find the solution on my own and I hope it can help anyone else that runs into this limitation in C3. Fair warning, it isn't the most streamlined option but it surely gets the job done.

    Essentially, this creates a probability table called Perks. You can overlook the "create permutation with tok..." as I didn't remove it after last test but it's not needed. Repeat_Times sets how many times to run the script. [Perk_Drop] determines what loot drops and [Clear_Flags] sets the variables used in Perk_Drop back to 0.

    Also, in the [Clear_Flags] function, ignore the "npc_sprite" and flags that are set. Artifacts from testing that aren't used in the final solution.

    [Perk_Drop] function looks through the loot table and won't pick the same item twice due to the **_flag2 being set. When an item is selected, the flag is set to 1 meaning it can't be picked again during that loot drop. Turns is a global variable and as an item is selected, 1 is added to Turns. When Turns equals Repeat_Times, the script (loot drops) end. The Turns value is reset to 0, along with the **_flags2 and ready for the next loop drop.

    Again, not the most clean, streamlined option but it got the job done. Hope it helps, ping me if you need some help.

  • Anyone know if there is an add-on or plugin that solves this shortcoming of Construct?

  • Maybe I worded it in a complicated manner.

    Does Construct 3 have the ability, through advanced random, so that out of a list of 5 numbers, if 3 are randomly picked, the coding would prevent a duplicate draw?

    I can’t be the first to run into a situation where this would benefit the software (app or game) being designed with C3.

    Thanks.

  • Hey C3. Using the advanced random with a permutation table, random skills/loot drop. However I don't want to duplicate the drops.

    Essentially, random character is generated. Chance of 0-3 skills assigned via choose(0,1,2,3). That number is how many times a random skill or loot should drop but not the SAME skill or loot.

    I checked through the forum for previous questions about this and found one with a suggestion by dop2000 that was close but didn't answer my particular situation (https://www.construct.net/en/forum/construct-3/how-do-i-8/choose-randomly-set-strings-165573?kws=choose%2bwithout%2brepeat).

    Any help would be appreciated.

  • Hey C3. In a textbox, I am appending text but after several entries, the newest entries don't show up as the box is full. How do I: 1) keep the most recent entry at the top of the textbox and 2) overwrite previous entries so the oldest gets "purged"?

    Thanks in advance!

    OR.... is this not something C3 can do? Some sort of plugin?

    Tagged:

  • Hey C3! My apologies for the crappy title but wasn’t sure how to phrase it.

    In short, I have a sprite with an instance variable “show” and when you left click on this sprite, the show value increases by 1. Show = 0 // set sprite frame to 0. Show = 1 // set sprite frame to 1. Etc to 2. However, once it’s on 2, if the sprite is left clicked again, I want the show value to reset to 0.

    Any suggestions on this? I appreciate your time and help!