lionz's Forum Posts

  • Spawn a bullet on the player gun imagepoint and set the bullet angle of motion to 180 if looking left and 0 if looking right. Whether you want a separate gun that's up to you.

  • Now I look at it more closely, you will know more about it than me. This project doesn't make use of standard pathfinding events and instead physics which is rarely used for top down game.

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  • When you say clicked instance this narrows the possible instances to that one so you can't pick others with the sub event. You can try a 'pick all instances' before your sub event condition to open them all up to being picked again.

  • It should show a link? Then anyone can go to that link to launch the game as long as you are still running remote preview.

  • For what you are describing above in the screenshots you can open the function and check 'copy picked', this will keep the picked family object inside the function for use with the actions.

  • You can use ObjectTypeName to pick out the object name but it kinda defeats the purpose of using a Family.

    If your individual object does something on its own then just say mouse over that object instead of family.

  • I think that problem is based on logic of the current position during the race which was never really discussed. So they don't finish the race? Could you speed up the CPU so they finish, or wait? Or you could do - for each Racer ordered by current position, and not finished, set final position to global var and add 1.

    Also if that global var is stuck at 2 that means just 1 Racer completed the laps ? confusing. I would check the variable in debug view to see if it is adding 1 as racers finish and setting their final position. And what is cpu_alive ?

  • That url is broken goes to nothing. From your description though, multiple arrays doesn't sound like the best way. You can append button presses to create one string and compare it as matching a combo or that would be my approach.

  • I expected you to do it with Racers family that includes player and cpu, that will reduce risk of bugs. Also you should drop the trigger once and use the variable as the condition as mentioned above, either position=0 or finishedrace=false will do. Should be one easy line/event for everything.

    Does it stop at 4 when the player finishes and 2 CPU? It is always 4 ? Make the single event as I described with the fam and you won't have to track so many increases to the variable. The results screen is new, you can add debugging to find out if that does anything, maybe the picking is off. Reduce opacity of Racers that are finished to clearly determine who has finished and compare with the variable, do they match, and do this without the results screen first to find the cause.

  • Ok done, try this out dropbox.com/scl/fi/gcubx6lpxx7u3d85t43ji/game_edited-7.c3p

    - Note there were some changes to on start of layout event

    - I edited recipes during testing

    - I used opacity for craftable, you can change that to your own action

  • I'll think on this, it would need some changes because currently your logic is to craft when clicked rather than know beforehand.

  • Delete most of this, create a global variable for position set to 1 by default, then say when Racer crosses the finishing line (lap > 4 ?), set finishing position to global variable and add 1 to global variable. If needed you can also use a condition 'final position = 0' to act as your trigger once, it will only set a position value when it is the default.

  • Try this dropbox.com/scl/fi/qubh8uzy4gqviz1aclwbp/game_edited-4.c3p

    For it to work just leave the 2nd item empty as I have done temporarily in the health potion recipe.

  • It should revert back to zero as a default. If you have duplicate objects then this normally means they are set to global or on a global layer so you should remove their global settings in this case.

  • Right I thought you meant something like wood + wood. So it is just craft from a single item you can remove the condition itemA=itemB and it should work for an itemA only - however on the recipe itself you need to put something in for itemB that it will not find maybe something like 'noItem' will do.