lionz's Forum Posts

  • If you set the paint cards to 11,12,13 which they should be anyway really, you can use 'for each card (ordered)' by their value, then on an action you can use 'move to top/bottom' of layer.

  • This is a little complicated to explain, but if your event is bullet on collision with player > player destroy, then you need sub events to compare the bullet variable back to the shooter. Sub event would be something like pick player(shooter) where name = bullet.name (the variable that you mentioned to track the shooter).

    But there is a further problem, because you already narrowed picked instances to the player who was shot so 1 player, you need to open up the other players again to be picked, so first you need a sub event like system pick all players, then a further sub event with the above logic about using the bullet variable

    OR instead of using these sub events you can call a function that inside has the logic for picking the shooter and incrementing their variable and also does not have 'copy picked' enabled.

  • I guess it would be to set from array.at(curx,1) since that's where the json string is stored. Curvalue won't work as that would be curx,0 which is 'Vendors'

  • You will need to pick the instance so 'bullet on collision with player' condition, then action is increment player.variable.

  • If you add an Else it will run the events you want when there is no instance on screen

  • I'm no artist but I think the strip needs to be exact dimensions so for example if your character animation is frames of 32 width and there are 4 frames then the strip needs to be width of 128 so it can be chopped correctly. If it looks offset then it means there is blank space or the frames are incorrect size.

  • You can select the number of sprites per row and the dimensions when you import. If it's still wrong then that means the image itself is offset and you have to fix it at the artist stage.

  • Adding system 'for each' shape to the condition should fix this

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  • You've only shown us a destroy action on start of layout, I don't see how it could be destroyed later on when it starts to move.

  • The issue is unlikely to be with converting to a string because it's already a string. I would debug this by first trying it without removing and inserting rows every X seconds, a basic insert a value and see if the player changes animation. If that doesn't work then you probably have other events that overrule the setting of the player animation. If it does work with the above then likely the problem is when you pop the array and set the animation in the same tick then maybe the rows move so the animation is at row 8 instead. Think about adding the logic you have there into one event or function to minimize bugs.

  • Deleting from the array isn't going to do anything now as you are picking from the probability table. You can remove the entry from the probability table but again start simple with a trigger once to make sure it is working then add the repeating functionality afterwards.

    Also you need to repeat from within the function eventually not outside it as you are creating the probability table and adding to it inside the function, or else each repeat will start a new table which means you can end up with repeated selections.

    Logic could be something like : -

    build probability table

    repeat 3 times :

    set variable to arandom.weighted

    create object 'variable'

    remove variable from prob table