Gadgetkk's Recent Forum Activity

  • Not exactly.

    After doing some more testing, it is passing he variable to another object of the same type. Not the one that it is colliding with.

    Any idea why that would be?

  • Here is a link to my game file.

    Based on the example above, I've got that piece of code correct. So I'm stumped.

    drive.google.com/file/d/1bgMxUrq7jMeJIuyARx9AZeRU1XuhMFt8/view

  • Sorry, I wrote this just before I went to bed so it probably reads like a dr Seuss book.

    My game has a cannon-like object that will shoot 1 canister with say 5 items in it. When the canister hits a target, I want to destroy the canister but transfer the count of 5 items to the target it hit. But the number of items can vary for each canister. So I can’t just say when they collide just add 5. It has to add the variable amount in the canister.

    Hope that makes more sense.

  • Hi Everyone,

    Need some help please.

    I have 2 (OBJ_one and OBJ_two) objects that each have a variable (my_variable). When the objects collide, I would like to have the variable value in OBJ_one be passed to OBJ_two and then OBJ_two be destroyed.

    What is happening is when they collide is OBJ_two is destroyed, but the variable value is not passed.

    I have the event set at 'on collision', which is working fine. And the action set to ObJ_one add OBJ_two.my_variable to my_variable. But it doesn't seem to be passing the variable value.

    Any and all help is appreciated.

  • Ah got it, thank you.

  • Hi Everyone,

    I'm trying to do a connect 3 type game where the tiles drop as space is made. I've got the general drop mechanic and objects will stack on other objects, but they won't stack on themselves.

    Any help is appreciated.

  • Hi Everyone,

    Needing some assistance please...

    In my TD game I am wanting to have the enemies only travel on the road objects.

    I'm wanting to have the road be randomly generated (eventually) and then have the enemies use the road only to get to the end without making a bunch of solid objects needlessly.

    Anyone know if this can be done? If not, thoughts are on how to do a workaround?

    Thanks in advance,

    Gadget

  • Hi Everyone,

    Want some opinions and thoughts please.

    Right now I'm working on a PC only game with a resolution of 1280 x 720. But I have some pretty detailed assets I'm working with that are about 300 x 300. So I'm wondering what resolution I should use to squeeze more pixels into my games.

    (side note: I don't really understand that resolution/scale/viewport concept)

    Thanks in advance.

    Gadget

  • Hi Everyone,

    In the past I used gamemaker which has a parent/child function that allows you to create 1 set of code for a parent and any children under that parent will execute the code the same for themselves.

    What I'm hoping to be able to do is have a 'build bar' in my game where you click various icons that creates a cursor to build that object (like any type of building game). But what I'm not wanting to do is recreate that code for each and every object that can be built in the game.

    Does something like this currently exist in construct 3?

    Thanks in advance.

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  • That actually worked. I hadn't seen/used containers before. Thanks for the help.

  • Hi everyone,

    I'm trying to spawn an object Cart every 2.5 seconds. And when Cart spawns, I want it to create a partner object that will follow it.

    Now if I do a for each loop with the On Created command, the game won't load. But if I move the On Created command outside the For Each loop, the game will load but the secondary spawn objects don't work correctly.

    So the question is... how do I have each object spawn it's own secondary object for itself?

    Here is my code snippet.

    Thanks in advance for any help.

  • It does. Just wasn't sure if it was the 'right' way or if there is smarter way to do it.

    Thanks for your help.

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Gadgetkk

Member since 11 Jan, 2018

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