Domino3057's Forum Posts

  • Hello, I'm trying to google this for help, but I'm not sure how to word my issue.

    I'm trying to create and attribute system that the player controls. It will allow the player to distribute points from a pool of total points to different attributes. I have a system set up, but it feels overly complicated. If anyone knows of an example or at least what this is called so I can google it, I would appreciate it! Here is a quick image that shows what i mean: https://www.dropbox.com/s/xxr80j6pvhnko ... e.jpg?dl=0

  • Ah dang it, it's right there in the properties "default controls" set to "no" I knew I was tired, sorry for the post.

  • This has got to be a dumb question. I have designed my entire game and its works near perfectly. The game starts and the player using the platform behavior simulates movement to the right when a global variable is set to 1. The only input the client should ever have is to jump when necessary using spacebar. However, during testing I noticed that if the player pushes the left or right arrow keys they still have control to do that. I figured, easy fix, just disable left and right inputs, yet I can't for the life of me figure out how to do that. I'm probably just tired and not thinking strait, but if anyone could send me a hint, that would be great, thanks!

  • Hey! That looks like it's just what I needed. I'll have to research the "Pick" options more diligently, Thanks for the response! This should work great once I place it back into my full game code.

  • I have 2 blocks. If you click on either block it becomes a "Wall" (Sets an instance variable to 1). Bullets are fired at these walls. When they collide they test if the "Wall" variable is on.

    Single click a cube: Wall Variable set to 1 = bullet is disabled

    Double click the cube: Wall Variable set to 0 = bullet is enabled

    Here is the problem.: First click one wall to set the variable to 1 (will change color to verify it happened). Watch the bullets become disabled when they contact that wall. Now double click the wall, the Bullets do not re-enable. They stay still.

    I tired setting an "is overlapping" condition where if a bullet was overlapping a Wall variable that was = 0 then it would re-enable, but that ends up affecting all the instances. So if one cube had that condition as true then it would force all the bullets to respect it.

    How can I tell the bullets that are disabled that when they are overlapping a cube that no longer has a Wall variable of 1 they can continue moving again? Hopeful that makes sense..?.?.? I Attached my capX

  • So simple, Thanks!!

  • I have a flower that needs water every "x" seconds. This is indicated by spawning a small waterdrop object to an image point on the flower. I click the watering can and then click the flower. The waterdrop object is then destroyed. The problem is that it destroys all instances of the water drop instead of the instance that is associated with the clicked flower. I've tried several setups with instance variables, but my brain isn't connecting the dots. I wonder if anyone could help me out here? Attached is a stripped down version of my file with the problem. Thanks!

  • So far this is working great. Very elegant workaround, thanks for the tip Blackhornet!

  • That's an interesting solution. I was thinking I would have to set up a loop of some kind. I'll try setting up one object with multiple frames and see how that works out. It should definitely reduce some of my code.

  • I know there must be an easier way to set this up. I am spawning platforms that scroll to the left. Each platform has an instance variable which tells the platform weather or not it should have a box sitting on it and which type that box should be. The problem I am having is that I have to define each action for each platform. For instance, if I wanted to add a different box type, I would have to go to each platform setup and add that box type to it. It just seems like a waste of time, plus the code is getting really messy.

    I have attached a simplified CAPx of my project to this thread. My actual game is much more complex and has a lot more platform calls, but this should be able to illustrate my problem. Please help!

  • Im trying to create a constant scrolling Platform. Problem is, no matter what I have tried, there seems to be a gap that is generated every so often. This causes issues when I spawn objects onto the moving platform. If those objects land on the gap they wig out. I want to control the speed of my platform using a global variable called speed. Currently it is set to 10. Attached is a quick CAPx of my issue as you can see about every 5 blocks there is a gap. How do I fix this? Thanks!!

  • Is the view port (dotted line) always locked to the top left of the layout or can I center the view port so that I have margins on both the left and right of the viewable screen? I want a bullet behavior to spawn from either side of the layout off-screen, but to be destroyed once leaving the layout.

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  • Thanks for the replies. I finally found it. I actually had to RMB on an actual subevent and then scroll in the dropdown to an "add" option which then game me another dropdown menu that included the local variable. I got it working now though!

  • The Docs say this: "right-click on an event, another variable, or an empty space in the event sheet, and select Add global variable or Add local variable."

    When RMB on the event sheet I only get the add Global variable option. No local options, I know this is a dumb question, but, I just don't see it? I tried creating a group and then doing this as well to see if I needed to define a local space first, but it's still the same result....

    By the way I own the personal license so I know it can't be that I am limited by the free version. Thanks for the help in advance.

  • Ah, I needed to set up a variable to turn off the left direction and turn on the right. That makes sense, thanks!