oosyrag's Forum Posts

  • Perhaps you'll have better luck in the scripting sub forum.

    As far as the event editor goes, all instances of any given object are picked by default. Conditions only narrow down the picked list. If you have an action that applies to a sprite object without any conditions regarding that sprite, the action will apply to all instances of that sprite.

    If you mean picking all/multiple sprite objects, then the way to do that via events would be adding them all (or just the ones of interest) to a family.

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  • One way to keep track of player turns is to use "states". You can keep track of the state of the game by using a global variable.

    If you make a global variable called 'PlayerTurn', you can create sub event conditions like after the dice is rolled, pick the player object that is the same as 'PlayerTurn', move it, then increase 'PlayerTurn' by one. Then the next time you roll the dice, it would move the next player object.

    Then add an event to reset the variable back to 1 if it is ever greater than the number of players present, to account for a variable number of players. The total number of players can be set by another variable.

  • If you can clearly identify what you want to happen (actions) and when you want them to happen (conditions), then you will be able to continue putting your events together.

    As for the board, the computer cannot interpret it (spaces, progress) for you, so you'll have to either describe positions through numbers mathematically, or use helper objects. For example, you could use an invisible sprite object called a "space" or "step" and place them where you want them to be on your board. These objects can have an instance variable numbering them in order so that you have a way of identifying each unique space in terms of it's position and progress along the board track.

    This instance variable can also be used as a condition to determine what happens when arriving at that spot.

  • You'll want an image editing program to do so, like Photoshop, Gimp, or Paint.net.

    Look up how to crop something in your program of choice.

  • You can use the sprite object's 'is overlapping at offset' condition or the system 'is overlapping point' condition (and then compare pickedcount) to check if there is an object at the location specified (above) before allowing the action to destroy the sprite to run.

  • That's odd, because getbit and setbit should work with a 32 bit integer.

    If you are using more than that somehow, you could always set up a second client input value to be synced.

  • There is no trigger for event 18, so your object instantly progresses from the search state to the return state in the same tick.

    Also there is no point in adding a repeat 10 times in event 14, that will cause your object to find a path 10 times in one tick and keep overwriting itself.

    Remember the entire event sheet runs once per tick. If you're doing anything over time, use states, tweens, and/or timer behaviours with triggers upon finishing.

  • The parallax is not moving your HUD position in different screen sizes. Try using the anchor behavior, or viewport expressions to position your HUD elements.

    See the "Keeping the HUD in place" section - construct.net/en/tutorials/supporting-multiple-screen-17/handling-multiple-aspect-2

  • You are changing the 11th bit of self.inputs to 1. You aren't changing any of the other bits. If other bits were also set to 1 previously, they would also be executed depending on what your host events are set to do with inputs.

  • What does the action you use to call this function look like?

  • You can have as many client input values as you want.

    You can also send messages.

  • Personally when doing inputs, I only use one event for any given key press, like W. Then I use subevents to determine what happens under different conditions when that button is pressed. When you have 'W on pressed' at different levels in different events, conflicts can happen, and will be harder to diagnose.

  • Remove event 8.

    Your object gets stuck when doing two attacks consecutively in the air.

    This is because after the first one, you set velocities to 0, which I believe invalidates both the is falling and is jumping conditions. This makes it trigger event 8 which is w pressed when not on floor, switching to the fumble wham animation. Since the jump attack animation never finishes, event 33 never triggers and gravity never gets enabled again.

  • I'm not familiar with this regarding mobile exports, but there are additional reset actions in the system object that I'm sure would let you get the specific effect you want with little effort.

  • Try saving a copy of your project, deleting everything (or possibly suspect parts) out of it, and seeing if you can export.

    After you using any particularly large project files?