lionz's Forum Posts

  • Great, glad it's working!

  • Again you use the data that you made yourself, you have a route of numbered nodes. If you disconnect a cable then you set to inactive all cables that are in the same route (same gen ID) and have a higher number in the path.

  • Yes the simple solution you kind of began then went for overlap checks. It's all about data and the gen ID is all you need. If the gen is down, you find all cables that have the gen ID and they are inactive. They are linked with IDs for this purpose, no need for checking overlap of objects.

  • What does active=true/false mean specifically? The recalculate connections function has me confused, pretty sure there is no need for that one. If a cable is touching a machine then it is receiving power from generator cable.genID I guess that's enough no?

  • Nice I like that workaround too!

  • Interesting, maybe post it as a bug. As a workaround you could mimic the sine behaviour by adjusting the object's Y with 2 end points and see if there is a problem with the jump thru on its own.

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  • Nothing worked for you except the pre-made file that uses the same logic? Okay good to know thank you for the update :)

  • Well if that's possible then you need more logic like counting how many players are pressing the same button

  • You can press 2 at the same time, that's what I fixed

  • I had some free time so took a proper look, it's harder than you think to get this working but I put in a fix which should give more control : dropbox.com/s/vbfbag7lud4f6re/labescape1.c3p

  • The tutorial posted there looks similar to my approach, give the doors an ID and then look for that ID, so use that. It uses global variables though because it goes between layouts.

  • Hiya, you can use instance variable on the door to give it an ID, and also another variable to tell it where to move to, this is 2 numbers. So if you overlap a door with ID 2 and move to 3, when you press up it will set position to the door with variable 3. And if you had the door you teleported to with ID 3 and move to 2, then pressing up would move it back to the first door with ID 2 etc

    You move by using conditions to pick the correct door, on overlapping door and up pressed, pick door where door.ID = self.moveto.

  • Right I see so you fixed the earlier problem. The issue here is that you need to say 'for each buttons' but I don't understand the use of the Else and the picking in the bottom half. Using 'for each buttons' should check each one that is enabled though. I see the second half is under an Else and not indented under pick doors by colour so not sure what the use of that is but you know how your game works so try and get it to work with a for each.

  • The picking is kind of off in places and it's hard to determine. The event starts with if door colour = button colour, which button? which door? For gameplay like this I would give the button some variable to enable when pressed, when pressed you pick all doors that match the colour variable of the button. In this way you can have 2 buttons pressed at once. When a player releases then you set it to disabled, all matching doors will close.

  • Yes export it as an APK and test it on a mobile device