liammiller18's Forum Posts

  • 5 posts
  • Thank you so much, you completely solved it. There was a bit you put in that reset the counter when the Convict left the specified area, which is great, and I appreciate the extra effort, but I deleted that bit because the counter is not intended to reset once it's reached 3. Totally an omission on my part, but thanks for putting in the work!

    I really, really appreciate your help. Thank you very much.

  • While I understand what you're saying, the fix you suggested unfortunately doesn't help. I think I may have explained inadequately.

    The intention is that when a member of the Family "Convicts" overlaps "Sprite", that specific "Sprite" plays the animation (animation is named "FIlled") wherein it displays the number 2. Upon pressing the G key, all instances of "Sprite" playing the animation "FIlled" should have their IV increased and be set to play the animation "Locked".

    The problem I'm experiencing is that I can only get one of two things to happen;

    1) A single "PHConvict" overlaps a single instance of "Sprite" and both of them are set to play the animation "FIlled".

    2) A "PHConvict" is placed on both instances of "Sprite", one is correctly set to display the animation "FIlled" (looks like the number 2), whereas the other one remains on the initial animation (looks like the number 1). When G is pressed, the one displaying 2 correctly switches to the animation "Locked" (displays the number 3), however the second one is left behind.

    The intent is that each instance of "Sprite" responds correctly to being overlapped by a member of the "Convict" Family. The intent for the final product is that the player should be able to press G to simultaneously change the animation of each "Sprite" currently playing the animation "FIlled" (displaying the number 2) to "Locked" (displaying the number 3).

    I hope this helps, sorry for not fully explaining properly, but thank you for your prompt response.

  • Hi all, I'm having a problem that's probably pretty simple to solve, but I can't seem to wrap my head around it with IID/UID usage. Basically, the numbered boxes have three animations. When the IV on the box is a certain number, it changes to a corresponding animation. The issue arises when I attempt to do multiple checks with cloned objects. I haven't the foggiest idea how to differentiate the boxes or make the check repeat after the first time. I've tried a handful of things, but nothing seems to be working.

    My goal here is that when the red boxes are overlapping the numbered rectangles each rectangle reacts independently from the others.

    I'm in a real bind with this, though I feel like I'm really only a stone's throw away from the answer. Any help would be much appreciated.

    CAPX: dropbox.com/s/lptymb0ds5827ip/IndividualCollisionhelp.capx

  • I accidentally found a strange fix for the issue just now; if I drag the Animation Frames box higher on my screen and drag the Edit Image window off the edge of my screen, the options are no longer grayed out and work correctly. No idea why this is happening.

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  • C2 freezes every time I select a sprite sheet to import. I have never once been able to import a sprite sheet of any kind. I've attempted to import sprite sheets between 6KB and 30KB, including up to 56 sprites in the largest one (the smallest had a mere 11). I've read every bit of help I could find and I've become completely desperate for help. Even the slightest help or pointer would be great.

    Additionally, when I right-click to open the menu containing "Import Sprite Strip...", the upper five selections within the menu are grayed out as though I can't use them (including "Import Sprite Strip..."), but clicking them makes them function regardless. This may well be a key part of the problem.

    Using r108.2 (64-bit)

    Thanks.

  • 5 posts