lionz's Recent Forum Activity

  • Looks like you've already done most of it though? When you shared events you did miss out some important ones such as open build menu function which I assume just displays possible units to build. Also the click on build unit logic for when the variable is equal to 1 is missing but I assume this prompts the Yes or No options. Also we can't see the event for when you select Yes and No and what happens but I assume when you press No it destroys/closes everything. When you press Yes you use the same check event but where variable = 1, then you destroy the current unit overlapping it and spawn the new one (stored as variable).

  • When they select the unit to spawn you can store that as a variable. When they select Yes you have conditions against that variable to spawn the correct unit, you'll also need to use the store block ID again to spawn it on the right block.

  • Sure but you didn't say that in the post, you said there are two modes only, a normal mode that contains all the words and another easier mode which has words up to 4 letters. For this you can easily create two files to load.

    If you're now saying that you need to draw certain words from the list and customise it then yes you can run through each value and compare len to a variable. If I was doing this I would still use files because it sounds like a game where you know the required list of possible words before a mode begins so therefore you can create lists and load them.

  • Assuming you load a file into the array, you would create a different file (list of possible words) for each mode. So the filtering process you describe is done already with the file.

  • If you give them Persist behaviour they keep their status when you restart the layout so any collected would stay destroyed.

  • I didn't see you use an instance variable. If you want to set the text to global variable you would use just the global variable, it doesn't come under person object.

  • enemyposition should be an instance variable on the enemy object then you can set it for each created instance

  • The animation name isn't the issue, the issue is because you set the sword to a different position so it's not overlapping the table 'on drop'. Since events run top to bottom in Construct you need to set the position to the drawer later.

  • Great :) containers can be powerful if you know what to do with them!

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  • I assume you're trying to display the value for each mineral. Each mineral instance needs a text object next to it. If you have it overlapping the mineral object you can say mineral overlapping text - set text to mineral.var

  • You don't need to keep spawning them but place one next to the mineral. Then you need to relate them, you could use text is overlapping mineral, set text to mineral.var, if they're touching. Or you could use pick nearest mineral nearest to text. Bit confused about what you were trying to achieve with the spawning and 1 second wait.

  • left and right of the event sheet. left is the conditions where you narrow down which instances that the actions on the right should be applied to. In your event you say on collision with mineral collision, then set a variable on a different object, mineral. But these two are unrelated. Normally it would be the same object. There is an exception though called a 'container' where you can put the mineral collision and mineral in a container together and they kind of relate to each other. But at the moment I would stick to using one object here, for collision and variables.

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lionz

Member since 5 Aug, 2013

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