It just kind of string matching that read from input text compared to string in variable it's refer. It's like string matching for user login. If there is a list of keyword, probably using loop 'for' to looping through the list is a must.
Great, that kind of determination drive me too carving my path to understand things under the hood. Let's the journey spin!
There is already topic discussed about Sonic physics that might useful for reference:
construct.net/en/forum/construct-2/work-in-progress-addons-30/behavior-sonic-physics-100800
And also here: gamejolt.com/games/CosmicReboot/593802 ~It came with source project
I realize that it is all about tagging object around the activated one or two or more. Yes we need to tag which object were affected by the Sprite especially when they are further away. But this way you can't affect object that already tagged before it moves away.
Have a look: dropbox.com/s/1ohpyo6xara7f3h/color_based_range.c3p
For that case I suggest using another sprite as overlapping range pinned to active Sprite which is more more simple approach.
It's not so correct logic you put there. As I mentioned before set the boolean active to truly toogle the instance state and not rely on animation. And it is not make sense if you set boolean true while the condition already true.
So in the following example I made it simple to gives basic understanding:
dropbox.com/s/nljgzcqxn0byyyz/ChangeColorDistance.c3p
Deactivate only works by right clicking further from minimum activated distance.
Ah you really need to pick up object by evaluating the distance:
dropbox.com/s/57dr0m5uow6w0rg/change_color_around.capx
And make sure that "active" variable created in Family instance variable and don't forget to set the variable too.
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You need to add 'for each' for Sprite so each instances will act the same.
It needs access permission:
drive.google.com/drive/folders/1NWMqR1XpxPwGkUbo3zS5DIMQZNtlVqC8
Grant an access to the file first.
Do you host the game yourself? So it is pure 2 player human to human to be able to play the game. Would be fantastic if user can have an AI as opponent while waiting.
Mostly puzzle game on mobile and old PC game "Lose Your Marbles" since I am (halfway?) recreating it with extra twist.
Manual path kinda reminds me an rpg title 'Rondo Sword', giving extra layer of strategy. By the way the battle animation looks legit for early development.
Do you planning to add visual pathway as route guide?
Does the condition met at the first place? Try to put an action (change Build_Block opacity, angle, etc) to see if the condition actually trigger.
Hope this one gives you an idea:
dropbox.com/s/rh30yc2lh0iciy3/hook_chain.capx
> > *happy hook-time
>
> *happy hook-time