Yann's Recent Forum Activity

  • just do :

    On dealing
        Local Variable col
        Local Variable row
        
        System: set col to random(9)+1  (1 to 10)
        System: set row to random(4)+1  (1 to 4)
        System: set DealtCard to col*row

    I see all that as a simple table that's why I use col and row instead of value and color.

    I'm assuming your cardindexing is 1-based and that you begin counting with as, 2, 3, 4 etc

    Basically all that will output a non face card

    If you want to check if a card is a face from its index you just have to do a

    cardIndex%14 greater than 10

    Other than that you can't use OR operator yet... juxtaposing condition is the same as AND

    Also an array has a fixed dimension on X,Y and Z so you can't really unset things, just set them to 0...-1... anything that can carry the meaning of "unset"

  • your sum variable should be a text not a number

  • Mouse: on left button clicked on Sprite
          -> Sprite: set selected to True
    Mouse: [invert] left button is down
          -> Sprite: set selected to False
    Sprite: Is selected
          -> Sprite: set position to Mouse.X,Mouse.Y
  • indeed bad saved file :D

    you can redownload

  • physics is overrated

    arrow.capx

  • Why using physics?

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  • You can try setting different value for min and max speed for each NPC.

    But for it to work correctly, you have to change all global variable (which are just "helper" variable to avoid big mathematical expression) from global variable to instance variable to store the proper value of each instance.

    Like that :

    carAI.capx

  • Place a sprite (basic red square for instance) at the end of your level, set it to invisible in the properties and in event :

    Player overlap Sprite : go to next layout
  • Nope I opened them in photoshop and batch saved them

  • It seems like your sprites were somehow at fault

    try these UFO.zip

  • You just have to separate checking and picking

    destroyByUID.capx

  • Oh yeah, so as in Maxum's example, the dealt card have it's value and color more or less embedded in the number of the animation frame he is on, you will have no problem to know which card you have on the board.

    You will just have to compare the value and color of the card you drag and the card that you will overlap.

    Easy Peasy.

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Yann

Member since 31 Dec, 2010

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