lionz's Forum Posts

  • It's always difficult picking with the same object however if you change it to 1 when touching the green it does mean it's different. A second variable might also be useful to differentiate it from the others to work out what's happening.

    One way is to use system pick nth instance 0 and 1 in the overlap of red and red. You might be able to compare 0th instance where variable changed and then pick 1th instance and change that variable.

    Another way that is to put red sprite in a family. Then when you change the red sprite that is touching green to 1. You can say if family where var=1 (the red sprite) is overlapping red, then change red. This successfully picks the other red sprite as the first one was picked as family.

    They are the two ways I know of to do this.

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  • Do you mean all red sprites or only red sprites that are touching the one that was touched by the green sprite?

  • Yes it's called an 'array file' on the side bar and looks like an excel sheet with rows and columns. You can fill it out there and load this file into the array on start of layout using AJAX, request file then load into array ajax.lastdata

  • It's about conditions and picking of instances. Depends how you structured your events. If for example you add a condition that one overlapping the player dies then only this one will be destroyed.

  • Well you are almost there because you are using random for the x, it's create object at y = random(100,300)

  • I'm not sure if by polygons on animation you meant collision but check the collision box and make it a box shape. Note this can change per frame of an animation so apply to all frames/animations.

  • The best way could be to use an array and store the answers. If it's always going to be numbers then you don't need to store the numbers and instead use the row number of the array as the number with the answer stored. If the question is going to be eventually something other than a number then yes store question and answer using two columns.

    To pick the random number you would generate using something like floor(random(100)) which picks a random number from 1 - 100, then grab the expected answer from array position - array.at(num) where num is the number you just generated. So if the number is 18, array.at(18) picks the answer from row 18. If you stored both the question and answer then you'll need to also pick the column so array.at(num,0) is question and array.at(num,1) is the answer.

  • Your post is so big but still doesn't really say what you want help with. Do you mean you want to check if a user speaks correct Spanish?

  • You need to destroy the object when you pick it up, and create it when you drop it.

  • I guess this event wasn't true when you were testing it? Did the above suggestion fix it?

  • Do you have other events that change the boss speed or set the run animation? With just those events shown it should technically work.

    A way to completely avoid trying to play both animations at the same time is to add a condition to the 'is moving' event which is 'tired animation is not playing' so it will only play run when tired is not playing.

    However it would be good in this case to find out why it's still playing run anim when speed is 0, so that's why I asked about other events.

  • You didn't show us where you set it to disabled. If you mean the player always starts as var=disabled then maybe you have more than one player instance and it's picking the wrong one or there is a small typo. I would instead use global variables.

  • There I made something dropbox.com/s/kswepaunmu9ygtd/platformturn.c3p

  • Well your condition sounds like if both turn animations are playing at the same time which is not possible so that needs to be an OR. If the turn works mirrored then you can just set one turn animation and work with mirrored, that's why I mentioned it above. Remember also to add the condition when pressing left/right to start the turn about which way you are facing or you can keep pressing the same direction and it will spam turn.

  • I think Wario is instant like Mario but the other game I checked out and see what you mean. My approach would be something like have variables for facing direction or you can use 'mirrored' condition, then if you are for example facing left, you say on right key pressed play right turning animation. Then for normal walking of the right key down you add a condition 'right turn animation not playing', so it only plays normal walk if you are not in the turning animation.