Sup with that?'s Forum Posts

  • I'm not really experienced with the video object, but perhaps you can mute the video and let it play in the background when the layout starts, then set it to replay when you get the the cutscene?

  • Sorry, I had a quick look at the image but wasn't able to fully understand it because I was in a hurry, buuut... A quick and dirty workaround is to reposition the sprite if it's overlapping another one. Something like,

    If Sprite overlaps Sprite + Pick 2nd instance of Sprite --> Set position to random

    This way it'll keep moving the sprite if it's overlapping another, so eventually it'll end up with them not overlapping.

  • First two things that come to mind: 1) There's a Destroy Outside Layout behavior that'll automatically destroy the object if it's out of bounds. Only issue is if you need objects to spawn outside layout and come in from the edge of the screen. 2) Destroy the object using On Start of Layout event, this will remove it at the start but later instances can still go outside the layout.

    For the other events you'll need to add another condition that checks if the object is outside layout. So e.g.

    Object distance to X is Y + Object is not outside layout --> Do X

  • I didn't save it since I was just doodling lol

    Should be really simple to recreate since it was literally those four conditions and three objects. I can try to redo it tomorrow.

  • Just put the next condition as a sub-event of the first and it should do the same thing.

    Condition one -> Wait 40 sec

    -- Condition two -> do XYZ

  • There is a Wait action under System > Time.

  • When I tried to recreate this I didn't need a For Each loop, each instance would enable/disable its behavior based on its individual variable. Most likely some other event is interfering and setting all of the objects variable to the same thing.

    In my experiment all I did was have 3 different objects, A, X, Y, where A had drag and drop behavior and X and Y had sine behavior to make them move.

    If A collides with X -> Set variable to "no"

    If A collides with Y -> Set variable to "yes"

    If variable = "no" -> Disabled drag and drop

    If variable = "yes" -> Enable drag and drop

    This worked as expected with multiple instances of A, so the issue seems to be someplace else.

  • Hmm, strange. Can you upload the .capx for one of these projects so I can have a look?

  • I tried recreating something similar but it seems to be working correctly. What does the event which sets the Type variable look like? Most likely something in that condition is setting Type for all instances instead of just one.

  • Well, you should be able to pick objects by variable value with no problem, something like,

    Object Variable = 0 --> do X

    Object Variable = 1 --> do Y

    Only objects whose variable equals 0 will do X and those with 1 will do Y, so I'm not sure I understand the problem correctly?

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  • Pretty sure it's the "Trigger once" condition that's the problem here, try replacing it with something like "attack animation is not playing" so that it only triggers for slimes which aren't currently attacking.

  • Perhaps you can have the game automatically save the player's money stat right after the player's done gambling, that way reloading should still keep his post-gambling results.

  • Perhaps you can try using the "Move object at angle" or "Move forward" conditions to simulate it.

  • Hmm, well looks like the last project in which I used a storage it was a WebStorage instead of Local. Guess I got nothing, maybe see if this tutorial on LocalStorage can help solve the problem. It's got examples you can try.