Kevin Brown's Forum Posts

  • 5 posts
  • I'm been stroking my chin for a couple of hours now trying to figure out how to achieve this:

    I have a sprite that I want to identify the closest object to itself with the private variable 'Flagged' showing a value of 0, walk over to (the sprite is using the RTS movement behavior) that object and set the Flagged variable to 1, and then find the next closet object with 'Flagged' set to 0, and so on.

    ...Any ideas of how to accomplish this?

  • ...Is there any way to make a Sprite that is using the RTS movement behavior face left if it is going left and right if is going right? I don't mean rotating (the sprite in question is drawn from the side view, so rotating is out of the question; just flipping it's facing depending on whether it is advancing towards the left or right.

    Thanks.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Oops! I had the Conditions in the wrong order. The check for the value cap has to come first (as you had set-up).

    All fixed & working as planned. Thanks a pile.

  • Hm. Nope, that didn't work.

    Here's the cap file with your suggested changes made.

    Thanks for trying to help, though.

    ...I think what is happening is that the first condition is triggering the other one. If that's the case, I'm not sure how to prevent that from happening.

  • Hello! More or less brand new here.

    I haven't any idea how to fix a problem I'm having; I have two conditions set-up, one for adding a large number to a text box when an object is clicked and only if doing so would not bring the total to greater than 99999 (as doing so would cause the text to be larger than the window it's being displayed in), and one for simply brining the total up to 99999 if the amount being added would exceed it.

    With both Conditions in place, though, when I click the object that adds the number the value simply gets set to 99999. Oddly, if I disable either one of the conditions, the other seems to work just fine.

    The cap file for the game is here

    It's condition #7 and #8, under Resources, that are giving me trouble.

    Any help would b appreciated.

    (Technically, this particular issue wouldn't realistically be a problem in the game, but more broadly I'd like to understand what is wrong in case of a future conflict dealing with a similar circumstance)

  • 5 posts