zephirum's Forum Posts

  • 15 posts
  • I will keep your instructions in mind. Much appreciation for your help.

  • Good day,

    Sorry for the late reply. Thank you tarek2 for the examples. The expression that figures what where you exactly pressed inside the text box is awesome. Definitely will be using it lots of times.

    For my problem though, I found another solution and I would like your opinion on it.

    I put a sprite (called qContainer) behind each question and its choices. Then I added each question and its choices as children of sprite.

    Then I did this:

    radioBtn is the different choices for each question.

    Is this a good way to do it, or am I going to run into some problems?

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  • hmmm, I thought there might be some clever way to do it with only 1 text object.

    Did not know that I could use sprite fonts.

    Quick question about sprite fonts. Can I use arabic letters?

  • All the choices go into a single text object.

    I was actually actively avoiding using the html elements. Wanted to see what I could do without them.

    I know it's easy one question at a time. I'm actually trying to spawn them all together.

  • Good day everyone,

    I have a set of multiple choice questions that I retrieve from a json file.

    I place the questions in a text object and I place the choices (2-4 choices depending on question) in another text object.

    I have about 50 questions with these 2-4 choices for each.

    My question is how do I differentiate between theses choices for each question?

    For purposes of allowing only one choice to be checked per question (think radiobutton)

  • I swear I tried disabling that event yesterday and it didn't work. Must have been my tired brain. Anyways, thanks. Your help is much appreciated.

  • I guess I was thinking about this in a literal sense lol. This works great!

    Though I'm not sure how exactly.

    quick question: can I make it only turn clockwise? and how would I add a sound effect to it?

  • good day everyone,

    So Im trying to make a hand crank like object that, depending on the crank hand angle, affects the frame played on another object . The problem is I cant make it work right.

    I made the crank into two parts, a hand and a circle beneath it. Then I used the physics behavior to make a revolute joint on the circle that connects with the hand. (world gravity is set to 0)

    Whenever a touch is registered on handle I apply a force on an image point on the end of the handle. This kinda works and the handle rotates.

    I don't like this solution however because it removes the handle from under the players mouse/finger. I want it to go as fast or as slow as whoever controls the handle. And I need to know when a full rotation has been completed to disable it temporarily.

    Sorry if this is to complicated to warrant a free solution, but any pointers will be appreciated.

  • Hi people,

    So I want to make ai for my turn-based game. It's a simple 2 player board game. Each player controls several pieces that can move in 3 directions. (I'm using the tile movement behavior) And I honestly can't figure out how to make it work as intended. My specific problems are:

    How to iterate over all the computer pieces and their possible moves?

    How to react to certain situations. Like if there is an enemy piece on the left of one of the computer pieces, how do I make it so that particular computer piece doesn't move (to block enemy)?

    I suspect it is a bit complicated (I could be wrong) but I would appreciate any pointers

    Tagged:

  • Hey lionz, I've finally finished my first game. Check it out

    construct.net/en/free-online-games/dodgem-xo-43762/play

  • Hmmm, yeah. The reason I didn't consider it was because you have to know the number of instance. While I do know the starting number some instance can get destroyed.

    Actually, there is an expression that tells you number of instances in layout that I can use as total right?

    I'll try it.

    .... As soon as the electricity gets back.

  • Ok kind stranger, thank you for helping me but I'm kinda stuck a bit with your solution. My game is turn-based. So as you can see, every turn I reset instance variable "trapped" to no.

    I then did as you suggested with the first for each and that worked out fine. I could see in debug mode the instance variable changing. It's the end game functionality that doesn't want to work. The global variable "notTrapped" updates fine when instances are free to move. As I trap them one by one, the variable decreases alright but it gets stuck at 1. Even when working with just one instance, the instance variable shows when it's trapped or not but the global variable remains stuck at 1.

    Is it an event order problem (I tried rearranging them.)? I honestly can't figure out what's wrong.

  • Hi again,

    So I got another problem. My object has tile movement behavior and I want to detect when non of the instances can move to an adjacent grid respective to each one of them. I used the instance change in opacity as a selector. To know which instance you're moving. I want to end the game when non of your pieces (instances of the same object) can move anywhere. I tried using the "can move to" inverted condition but putting the name of the object just checks the condition against one instance, not all.

  • Bruh, I was looking for something like "pick all". I expected it to be in the sprite object itself not system. I understood how events work, it was just that I couldn't figure out how to reset the filter. I actually tried picking every instance by its id and resetting their opacity individually but that didn't work for some reason.

    Anyways, many thanks.

  • Good day everyone,

    My frustration is starting to exceed my embarrassment. So here I am, asking for help.

    I've got instances of an SVG file. What I want to happen is this: click on one of the instances (instance A), and change its opacity to 70% let's say. Then if you click on another instance (instance B), instance A goes back to 100 opacity and instance B goes to 70%

  • 15 posts