Gumball's Forum Posts

  • That's actually a fairly elegant solution, That way he won't need to disable collision on the object, but still retain his current workflow.

  • You could also use the Is Overlapping condition for this, since it is not an event it's not triggered as such, so there can't be any ''backlog'' that has to be processed, it only checks at that moment in time.

    I use it to detect a sword hitting an enemy like this:

  • Ah, yes this is true. I guess you could create clones of existing items. Although that would mean more events to deal with the doubled objects.. So I guess a container is out of the question.

    Perhaps you could say.. Store the UID of the object your poison marks are pinned to in an instance variable, and should this UID no longer exist (ie be destroyed) destroy the mark? It's a little more manual work, but it would solve your issue and make it usable on any other object.

    Just thinking out loud here.

  • Quick note: I set the Array Width property to 0 before adding stuff to it, by default this was set to 10 causing Array.Width to return 13 when the three options were added, this was not the desired result as there's only 3 strings in the array. Make sure to keep this in mind and change the base Width of a new array!

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  • You can see a list of which objects are in a container in the object properties:

    But no, in this case Object2 is linking the three together. So when any of these are created it will create the others as well. (As Containers are designed to do) You should see them all linked together in the Properties window under Container.

  • Containers can actually contain more than two objects.

    In the object properties:

    You can keep adding more objects to the container. If that solves your problem, then that's a fairly easy fix.

  • Basically, what you want is as follows (Pseudocode, mind you)?

    New Array (
        Contents:
        1 - What is the sum of 1 + 1?
        2 - How do you pet a Platypus?
        3 - What is love?
    )
    Display : Array[Choose(1,2,3)]
    [/code:123dvxxg]
    
    EDIT: The following *.capx basically contains the above: [url=https://www.dropbox.com/s/47r131fbuxajvhi/random%20text.capx?dl=1]https://www.dropbox.com/s/47r131fbuxajv ... .capx?dl=1[/url]
  • I think I understand what you mean now. And yes that is definitely a possibility, have an array of questions and answers, then use a random number to pick a question (along with the relevant answer(s)!).

  • Random as in?

    Technically you could have a For loop to get through a certain amount of iterations, and use Choose("Option1","Option2","Option3") to create a ''random'' string of words. But whether or not it will make sense is an entirely different story.

  • > I have 2 eyes I want to take care of, but I also want to work on computers, is there a way to turn everything in construct 2 to dark? because my eyes are burning with the white construct 2

    >

    here you go check this thread

    Unfortunately, that only appears to change one small portion of the UI. Unlike say, Visual Studio where the entire window changes into a darker theme. Personally, it doesn't stop me from using Construct, but I do much prefer a darker theme at 3am.

  • No idea what your events look like, but I'm assuming that somehow, somewhere you're keeping the poison symbol ''alive'' until the timer runs out, so when you try and set it to fade out prior to that it just sets it back to normal.

    It's hard to tell exactly what is going on without being able to look through the logic though.

  • Collision could be enabled, and on overlap you could disable the visible one, and let the invisible one take over (in turn making it visible)?

    Alternatively, could could have nodes in each intersection, and upon crossing one create a new object that scales towards the current location of the player's finger/mouse and stops at the next node. Almost the same concept, but without pre-existing objects.

    Excuse the lackluster explanation, I'm not sure how else to explain it.

  • That was part of an assumption I made, and it unfortunately seems to be true. I suppose it's an easy fix then, set the angle when a button is pressed.

    Much appreciated.

  • With all the posts you've been making I feel like you really should read some tutorials and try out some basic concepts before making whatever it is you're planning. It's almost as if you're asking everyone to make the game for you so you can pull the assets together and call it done.

    But I digress, a login screen would be as simple as two textboxes, a button and a connection to a database/server that handles authentication. Could probably use the websockets for that.

  • When facing in a direction that is at a 90 degree angle from a wall while against it, and then walking INTO said wall the 8Directional movement object doesn't appear to rotate properly, causing this to happen:

    I'm walking to the left, but because it never seems to rotate the animation played isn't set to the right direction. It's not that my events don't catch it, as there's situations for both moving and not moving.

    Or perhaps I am missing something here?

    (PlayerController is an invisible object that the object Link pins to, it's just a sprite with animations and no logic)