snake85027's Forum Posts

  • gamejolt.com/games/platformer/squirrel-nuts/18498

    to play the game and see exactly what i mean....just have the player hit the bird.

  • I have not messed with constuct 2 in a few weeks because I cannot figure out this For each issue with my enemy.

    Event lines 109-125

    dwbailey.com/images/birdInstanceIssue.capx

    Goal...When bird has line of site, it swoops down and upon collision with ground it begins a walk... when player contacts bird it brings up this Struggle meter icon and you try to win the battle by pressing Left Right, Left Right, if you when it destroys the bird, if you lose it brings up a heart...

    Issue, the code I have creates un knowing results. when i collide and win the struggle, it destroys what seems to be the original placed bird sprite in the scene , even if I collide with the 2nd bird placed in the scene....just some varies things are happening...instead of the events just happening to each bird when the player come in contact with that particular bird......now some one mentioned clarifying instant id's or something......like I would have to rewrite that code for each birds ID..sounds like more work than it should be.

  • Hey littlestain a tutorial would be awesome, anyway you can do a video? Just explaining your thought process and all that. Right now I am watching the construct 2 class videos on youtube.

  • If you play that capx, you will see in level one that when you fire on the nut sacks only 1 will open , even though the others are copies. Which is what I want......so the issue that I cannot grasp is , why does the bullet not affect all of them when I collide with the first nutsack?

    I mean I get why..because they have different ID's,

    but why then when I collide with my bird, then i go to the struggle event and I win and the bird is destroyed, it destroys all of them instead of just the one im am interacting with.....people say its because I do not specify a certain instance....but if that were true then why does it work with the nutsacks when i do not specify a certain one there?

    sorry , i just really need to understand this, its hard to move on. ha

  • "It looks like you might be using a variable compare to pick, and variable compare doesn't pick.

    basically, if the little icon next to the event is a gear, it's not picking."

    Hey Paradox, what is this referring to? what lines of code. I am not familiar with picking. I assume that it means the selection of an object by Id?

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  • well I just do not get it...in this example I do not call any specific ID or instance... and it works just fine...the only sprite that is destroyed is the one that my bullet is colliding with.....

    in the code above, the player collides with the (sprite) and a whole bunch of events happen, for some reason it happens to all of them...

    how can in one situation it does not affect all sprites but in another situation is does....i did not call upon a certain sprite with a individual id.......and it seemed to work when only one sprite hit another.....i just dont get it...

  • is there a way to copy a sprite and not make it an instance....?

    its wierd, not sure how I did it before....i have another enemy where I copied it...i have events for it when my bullet hits the enemy it destroys the enemy...and when i do that for one of them it does not affect all of them.........

    just not sure what i am doing diff

  • well im not trying to affect a specific one...i just have my sprite enemy that I made and made a copy of it...for some odd reason when i interact with one they all do the events....and not sure why...is there a certain way i need to copy so that they work on an individual bases?

  • I have a sprite that I copied...now when i destroy one sprite it destroyed the others too, whats the best way to clone/copy a sprite but make the events or conditions individual?   Not sure how to explain it, i want the events/conditions the same but only when its happening to that single sprite...

  • finally got it....it had to do with placement of my webstorage code on line 83.....had to move it out of the when health=0.....to when the player returned the nut to the tree...store webstorage value...

    anyway good stuff.

  • well i found out that my AcornHighScorelvl01 var for the webstorage is not actually being changed even though my set text for it says it is....

    so its not being saved....

  • well something is working...i returned a nut and died...came back and returned another nut....and it added what i collected previously

  • its like I have something still reseting something....I do have the a layout restart when I die...and when I die is when I am trying to save my highscore..also on upon the start up of layout I have the Acornreturned =0.....