gabmusic's Forum Posts

  • Hey, I got a simple solution changing the method.

    As long you're the last user on this forum, can I get your discord contact?

  • Hi!

    I hope this forum stills alive.

    Well, there are 3 objects that are created by this event:

    When it's triggered alone by some object from the family 'benches' it works fine.

    But if it's triggered simultaneously, those 3 objects are created multiple times. And every time I run the project, a diferent number of clones are created.

    I've already checked every event that mentions them. Can't find it at all!

    Could you please help me to solve it if it's not a bug?

    A screenshot of the game to help to understand the problem:

    Tagged:

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  • Heeey, no need to open the example.

    I found out what was going wrong.

    It was the definitive time global variable.

    It was programmed to increase 1 every 1 second.

    I changed it to 0.1 every 0.1 second, and now the crops grow separately.

    It's fine now.

    Thanks a lot, your tip about changing 'for each' position helped too!

  • Here's the capx. I made the same coding, and now it works way better than inside my game. I dont know why...

    take a look:

    drive.google.com/file/d/1b_jqQusI9gIdWF4I49j--acVNRvtoxdf/view

    But it still not working perfectly.

  • Well, now they aren't growing all at same time, but the other crops are waiting for the first created one to reach it's peak to go directly to last stage.

    :(

    May I provide a capx?

  • Just on top of the block, or as a main event?

  • Hello, thanks for reading.

    I've been struggling with that for days.

    I have a system where crops grow after certain some time value. The crop grows (changes the sprite animation) when it reach X seconds after its creation time value.

    It works fine with one crop. But when I have more than 1 crop, all the crops change the sprite together, instead of changing each one at its own time.

    I don't know how to tell them to act individually.

    Here's a screenshot:

    Tagged:

  • I'll check that possibility. Thanks!

  • Thanks for replying again and for sending an example.

    I still struggling with that. I see no big differences between mine and your example.

  • Is it like what you said? The mob still waiting for another to attack... :(

  • Got it! I'll try it again! Thanks, and sorry for bothering

  • Hi, I've tried you suggestion and a bunch of similar variations with Timers, and nothing worked.

    Look the script. What do you think?

  • Ok, I'll try it again and show here.

    Thanks, lionz!

  • I've tried that because I've read this suggestion on another post. It didn't work...

    :(

  • Hello, I've seen some posts about that, but I got no solution for my issue.

    I've made a "IA" for the enemies. The part of walking around like mobs and chasing the player works fine for one or multiple instances.

    The attack behavior works fine when there's only one instance that should be attacking.

    But if I put two or more, the first one to collide with player waits for the second one to attack, and they both do only one attack (like, instead of making two hits, they make only one together).

    Here's the image of the enemy attacking

    And here's the image of my script:

    Tagged: