LittleStain's Forum Posts

  • Ah forgot adding an extra event/condition to set Exchange back to 8 if it's higher than that..

  • This is one of those cases you use "system pick nth instance"

    From the top of my head it would be something like this:

    I'd add a global variable Exchange

    enemy is overlapping enemy

    system set Exchange to 0

    -- system pick nth instance = 1

    -- system trigger once

    system set Exchange to enemy.animationframe

    enemy destroy

    -- system pick nth instance = 0

    -- system trigger once

    system add enemy.animationframe to Exchange

    system set enemy.animationfram to Exchange

  • Well, then your question is answered..

    Good luck in creating the rest of your game!

  • Should work, if set up correctly, but if you got it to work your way, it's ok, right?

    "On collision" should only fire once as well (That is if there is only 1 object, which might be the actual problem)

  • You could have also used the "on destroyed" event to add to the score..

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  • You mean something like:

    system every x seconds

    • create object

    If the question is more complicated, please elaborate..

  • I'd love to help you, but I don't have the time to create a complete capx for you regarding this matter and even if I did like I said above:

    Without knowing more about what you are trying to achieve, it would be very hard to answer your question in a helpfull way..

    If you want to use an array, you'd probably want something like a global variable to now the number of the text to display..

    on swipe right/left

    add/subtract 1 to global variable

    set text to arrayAt(Global variable)

    You could also opt for the dictionary object instead of the array and fill it with text seperated by tokens and use the tokenAt-expression.

  • You aren't referencing the "place" object to be used in event 9 and 10..

    So all "place" objects will respond to the action.

    So what you'll have to do is tell the computer which "place"-object you want the actions to apply to..

    There are many ways to do this, some easier than others and which one you'll want to use depends on personal preference..

    One way would be to use a "Dialbutton" is overlapping "place" condition in your events..

    This is probably the easiest at this stage, but is by far not the best way if you'd like to prevent troubles in the future..

  • Arrays, swipe-function and text-display are three seperate things..

    Offcourse you can connect these things through events, but without knowing more about what you are trying to achieve, it would be very hard to answer your question in a helpfull way..

    Could you clarify your question and share your capx/events, so we could take a look at what the problem actually is?

  • I hope not!

  • Everything can be adjusted if you program it right..

    What did you expect the player to do?

    There is an action that starts ignoring the user input of the platform behaviour..

    If you haven't removed that action the player stops..

  • Only two events left..

    capx

  • It's possible to enable and disable the solid behaviour, but while disabled it will be disabled for all objects and when enabled it will be enabled for all objects..

  • Are the resume button and the pause button at the same location?

    Because that would mean that when you touch the pause button, you automatically also touch the resume button and the timer is started..

    I'm guessing that you are setting the timescale to 1 on timer resume, instead of 0 like you type?

  • It will be part of the conditions of the object you have given the timer behaviour..