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  • The reason the last one doesn't work is because in C3 you need to wait for the next tick before the created objects become pickable and you have it all in one event. You could try adding a small wait then after this set a variable to true, which then triggers the for each loop if var=true.

  • Move to top or bottom should work as it will always move above or below the other object.

  • The swapping already works. This was tested before the system got more complex.

    However I will take your advice and make a check when something is picked up and run the loop afterwards. I will also try "else" to check if all slots are filled.

    Thanks!

    Oh okay, what isn't working?

  • Take the triggering event of char out of the loop and run the loop one time like you are picking up an item, there's too much happening like the char overlapping the item while the loop is running, should be very simple like char picks up item then you trigger the loop and with the first sub event, where the loop is assigning the item to a slot only.

    To check if all slots are filled you can do if itemslot=none and run the normal pick up item loop only if itemslot.pickedcount > 0, then 'Else' means there are no empty slots you can run a different function, the swapping mechanism though this wasn't mentioned before.

    For swapping item it depends how you want to do it and needs to be designed first on when you would swap and how and which slots are picked.

  • You probably mean Z order which is to move it above or below but on a given layer.

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  • This sounds like a common problem where it sets to 1 and in the same tick the next condition becomes true so it sets it back to 0 all in the same click. Add an 'Else' to the second condition and it should fix it.

  • Yes you have the right idea. With a loop, so system for each(ordered), use slot and ordered by ID. Then off this a sub event if slot=empty : set item/fill etc, and also system Stop loop.

  • This is a little confusing only because you have to pick 2 of the same object and apply actions and you need a kind of workaround. For example if object A passed to object B you could say set A inactive and set B active, but because they are the same object and you need to pick both the active and inactive player then the picking is a little more difficult.

    My approach would be ball on collision with player (where player is set to inactive), grab this instance ID so lets say it is player01. Then you set all players to inactive, then you use system pick all players to open them all up to being picked again (this is required as when you did the initial on collision event you narrowed the player to one instance), then finally you pick player where id is 01 and set them to active! This is all in one event done with sub events.

  • Depends on how you are making that player active, you could for example set the player to active on ball collision, 'active' being a variable on the player. Then you have an event for whichever player is active, the controls are enabled, else for the others the controls are disabled. For the AI you could have another variable to mark them as AI or it might be easier to use a second object for this.

  • Maybe. Usually you use that operator as a condition. If you want to set position to two possible values then use a condition to give two options like if A else B then set the position.

  • Destroy the circle and create it new each time. Or set its angle back to the default value...

  • That is a lot of events so someone would have to sit with the file and take a look. As a practice I don't like using Else and also system conditions when working with enemy behaviours. I find it useful to have timer behaviour on the enemy and also a variable for their 'state' that you can use to have some control, when you are relying on animations only it can get a little confusing.

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lionz

Member since 5 Aug, 2013

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