CrazedCowboy's Forum Posts

  • Thank you for your feedback. Ha the "task" is indeed not as simple as I thought :)

    Throughout the game there will be a lot of tasks so this array will end up being HUGE and even more so if I need another column for each task when completed. Might be easier to not change the text and just change the color or add a checkmark or something.

    After each mission is complete, is it possible to repopulate the array with a new set of text? Maybe create a json file for each mission...? I would probably have to create a dictionary variable or two that stores which mission and checkpoint the player is on so the correct file is loaded.

  • I got something that is working! But still haven't been able to fix the original issues

    1) Change the text color when a task is complete

    2) Align the text so that it doesn't overlap if it were to span multiple lines

    I really appreciate your assistance.

    I hope this file link works

    1drv.ms/u/s!AuQJ1GGThi6apGPIva3_JK3xnrSn

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  • Thank you for the follow up and detailed explanation. The theory makes sense and will just be a matter of implementation. I will check out those tutorials in the start up examples and see what I can figure out. I appreciate your continued efforts through my learning process.

  • That sounds like it should work. If you don't mind, could you explain how that's done as if I know little about arrays; it would be appreciated. Or maybe point me in the right direction. I am not too familiar with them yet since I've been mostly using dictionary instead. I know the basics about how to create them and how to store in the x but that's about it. Thank you for your help.

  • Thank you for your reply. I could if it is possible to space it correctly. If a task spans multiple lines then the text ends up overlapping. If there is a solution to this that would help. Thank you.

  • Hello,

    I am trying to create a list of tasks and control them independently of each other within a single text box. The main mission text is separate from the task text. There can be any number of tasks to accomplish and would like to have them turn green when completed while keeping the rest the default color. Is this possible? Your help is greatly appreciated.

  • Thank you! I will give this a try.

  • Thanks for your feedback. I thought it would go to 0 as well but doesn't appear to go into the action if if the pick by comparison event is not met.

    Is this the most efficient way of locking a door until certain conditions are met or is there another way that you think might be better?

  • I changed a few things around and noticed some typos, but still not sure if this is the best way to accomplish this task. Alternatives are welcome and appreciated. Thank you.

  • My objective is to have a door locked until all enemies and their spawn points are destroyed. I am using a "Pick by comparison" then "PickedCount" to count all enemies that have health greater than 0.

    This is being done for 2 different sprites; comparing to an enemies health and their spawn points health. The spawn point plays a destroyed animation that stays on screen, so it isn't destroyed when health is goes to 0, but the enemies are destroyed. The count seems to work for the destroyed enemies, but not for the spawn points. I do plan on making a dead enemy animation rather then destroy in the future as well. Any thoughts as to why the counts aren't working would be greatly appreciated. Thank you.

  • Hello,

    I am trying to set up a gamepad for a top-down shooter and am having difficulty getting my walking animation to stop when the left analog stick is not being pressed. So far, I have it set where if the left analog stick is pushed in any direction it triggers the physical movement and sets a "walking" instance variable to true; which sets the walking animation, among other things in my code.

    I was thinking that the best way to set the "walking" instance variable to false would be to test if the player is moving -- if not moving, set it to false and the rest of my code should work.

    Is this a good way to do this or is there a better way to test if the analog sticks are not being used? I appreciate your assistance.

  • Easy enough, thank you for your help :)

  • Hello World,

    I have seen a few other threads on this topic, but they were all from several years ago in Construct 2, so I thought I would ask again to hopefully get a better answer. Is there a way to have a bullet object destroyed when it hits ANY solid object -- something like "on collision with any solid" sort of event? I also have some tile maps as solid that I would like to include in this if possible. Thank you for your help.

  • Thank you for your help! This worked perfectly. I was so close but yet so far away before. Appreciate the assistance!

  • Hello,

    I have been using the example game Demonoire as a base for my first game and they widely use base and mask sprites as well as families. I am not seeing the benefit to having separate bases and masks and often do not know which one I should adding instance variables to or which one to spawn, etc. I often have trouble getting the mask to do something if variables are needed from the base and vise versa. I get confused even further when trying to manipulate these two objects using the a family.

    I figured I should set my game up this way and would see the benefit as I got into it, but has brought more confusion and frustration than answers. None of my research has explained why this is useful and was hoping someone here could explain so I can use it properly. Thank you very much for your help!