LesleyBeth's Forum Posts

  • Fengist Thank you!!!!

    I swear I have no idea what I'd do without this forum

  • A very basic example

    https://www.dropbox.com/s/06ag97z673lruax/orderstring.c3p?dl=1

    Oh my gosh, that makes it so simple!!! Thank you so much newt !!!! That's amazing!

  • Thank you both for the suggestions. I think this is where my limited knowledge really fails me. I don't fully understand what newt is saying, and as for your suggestion, Fengist, I've looked up every tutorial there is (written and video) and my brain just cannot understand arrays. I'll keep plugging at it with Newt's suggestion though and see if I can stumble into getting it right. Thanks again to both of you!!!

  • If I have 5 different light switches:

    1 2 3 4 5

    But the player needs to turn them on in the following order to get the door to unlock:

    2 3 5 1 4

    How do I 1) make the switches wait until the entire sequence is done incorrectly to reset (instead of just resetting after getting the first one wrong) and 2) setting the door to only unlock if the player gets that sequence right?

    Does my question make sense?

    Thanks in advance?

  • I will give that a try! Thank you so much!

  • So I know how to display actual time elapsed during the game thanks to the tutorials! But what I'm wanting to do is have a setup where, when the player turns the game on, they are given the option to load a prior saved game. But I want the load slots to show not only when the load slot was created, but also the time elapsed in the game when it was created, because that's an important part of the game.

    Does that make sense? Any thoughts?

    Thanks everyone!

  • You are a lifesaver. Seriously.

    That is so much easier than what I was trying to do!

    Thank you!

  • You could put your character control events into a group in the events sheet and then:

    on collision with object: disable group (so player can't control character)

    play animation

    on animation finish: enable group (reinstate controls)

  • So basically, I have layouts 1, 2, 3, 4, 5.

    We'll call 1 "home"

    2 "City1"

    3 "City2"

    4 "City3"

    5 "Park"

    All large, with portals to different places.

    When my player enters Layout City1 from Home, she enters at the bottom of the screen. So then she travels through the block and, on collision with the UID of an interact block I have hidden, she transports to a specific location in City 2. The same happens when she spawns into City 3 and Park.

    How do I then make her spawn into a different, geographically appropriate location, when walking back through the city?

    I'm sure this is super simple and I'm way overthinking it. I just have no idea what the heck I'm missing.

    Thanks!

  • The incrementing counter variable is a great idea! I'll give that a go and see how it works. Thanks so much for the feedback!

  • Forgive me if I’m just ignorant as to how to word this in my searches- has anyone played persona 5? I’m trying to figure out how to have set days, and have the time pass within those days.... any ideas?

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  • The UID option worked perfectly! Thank you!!!

  • I feel like I'm asking a really stupid question but I cannot for the life of me figure this out. I have multiple doors throughout my levels. When the player switches certain levers, those levers should open certain doors. BUT, I can't get it to work without ALL the doors beginning the open animation. Do I have to make multiple sprites in order to accomplish this? I know there has to be an easier way than that, and I'm going to feel really dumb when someone points it out to me. Thanks in advance for your help! :)

  • Great ideas! Thank you!

  • I have a game where the player will appear as different characters in different levels. I'm trying to be as efficient as possible in setting up the movements. I've attached an image of how I've got my initial sprite set up- should I do an entirely new set for each character (7 total)? Or should I just add each of the other 6 into this existing set of events as additional actions? OR is there a more efficient way that you can think of that I'm just missing?

    Thank you!