InDWrekt's Recent Forum Activity

  • The drag and drop behavior has a property call "Axes". Set it to Horizontal Only.

    [Edit] I realized I made an assumption when I wrote this. I assumed you knew where the properties for behaviors were. If you do already know, you don't need to read any further.

    If not, I'm sorry. I should have been more clear. This is how you get to the properties for behaviors. The entire left of the screen is a menu called Properties. Select the Bread object in the objects menu on the right of the screen and the Properties panel on the left will show properties for the sprite. If look through those, you will find the Behaviors group and inside is the DragDrop behavior.

  • Here is your file edited. This is what I did to make it work:

    1 - removed the "not occupied" condition and set it to an else event. This means anytime the previous event fails, the else triggers.

    2 - As a bonus, I combined all 4 of your set worker animation events into a single event.

    Hope that gets you what you need and good luck with your project.

    p.s. I didn't really look too hard into why the "not occupied" event failed.

  • Give the bread the "Drag and Drop" behavior. That's all you have to do.

  • You can set a boolean local variable called something like SHOOTING and set it to true when the player starts the turret shooting. Then, use it as the condition for the turrets shoot action.

  • ashburp

    In my experience, it is always better to have variables local to the object using them and only use globals where there is no object which could logically contain them. Global variables always have the possibility of causing odd bugs. Plus these kinds of bugs can be extremely hard to debug. Even when using a variable that is manipulate by multiple types of objects (for example, health on both the player and enemies), I create a family and add the variable to the family. That way it still keeps the variable local to the group of objects using it.

    Not only does this protect against bugs but, when your project gets really large, you always know where to look to find the variable. If you have some instance variables and some global variables, it takes more effort to keep track of where to find them and what they do.

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  • Windwalker

    If you take a look at the game "100 balls" you will see there are cups that move around the screen. These cups are what Heska is trying to duplicate. The cups hold balls in them as they move and dump them elsewhere. If Heska sets the the physics to disabled, then any physics object in/on/colliding with the cup would simply fall through. Turning off the physics behavior is not an option.

  • Set the physics object to immovable (this will stop physics from moving the object but still allow you to change it's position through other events).

  • My profile shows that I have posted in the forums for 14 days straight but, I have not received the post 10 consecutive days badge yet. When I go to the recalculate page, it doesn't show any progress in the progress bar of the 10, 25 or 100 consecutive days badges either.

  • Use the System "Go to layout (by name)" action.

  • Send an email to Tom with your proof of purchase.

  • Add an instance variable on each color containing the file name of the sound and add an audio action to play a sound by name using the variable.

  • Take a look at the attached file. I modified your capx as follows:

    1 - I added a family called "Colors" and put all the dragable sprites into it.

    2 - I gave the pin and drag and drop behaviors to the family.

    3 - I modified all the events for red to instead use the family.

    4 - I removed the pin and drag and drop behaviors from the individual rectangles so you don't have to duplicate your events for each.

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InDWrekt

Member since 19 Sep, 2011

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