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  • You could add a variable to the player and when left key is pressed set it to L and when right key is pressed set it to R. When the player stops moving, if L then set left idle, and if R then set right idle.

    I assume the animations are different for left and right? If not, the usual thing is to set the player mirrored or not mirrored on left/right key press so they would already be facing the correct way.

  • It should work if you give them a Family instance variable number as the identifier and run for each ordered by variable.

  • Imagine this scenario:

    > IF PlayerObject is carrying a torch

    > OR if FireflyObject is lit

    > THEN change PlayerObject's animation to EyesSquinting

    In the above condition, PlayerObject would be un-selected if the FireflyObject fires true, and as a result you wouldn't be able to change PlayerObject's animation.

    But the implication is that you want to change the animation on the ones that are carrying a torch, so since it couldn't find any then it's correct to apply to 0 instances. If you want to apply to PlayerObjects because Firefly is lit, you have to ask yourself, which PlayerObjects? Because none of them are carrying a torch.

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  • Sure <edited>

  • Common issue that's posted here a lot. Other animations are still true such as the 'walk' anims so it tries to play them at the same time. You have to add more conditions so animations are not true at the same time, for example under the 'walk' anim events you could add conditions 'wake' is not playing and 'sleep' is not playing. Anything really so that the wake/sleep and walk events are not true together. You could also set a variable for when it goes into wake/sleep and add under the walk anim events 'variable is not set'.

  • I know what you're saying and this is mentioned in the manual. Maybe I've been using Construct for too long but it does make sense to me. The condition was not met so the picked instances have been narrowed to 0 even though it didn't run that part of the OR. When I look at the event sheet it makes total sense that if I now add a sub event there are no instances to pick from. Maybe you can try not to use different object types in an OR.

  • When you walk over any loot bag make slots visible and when you walk away hide them. You can store what items to show as variables on the bag so var1=slot1, var2=slot2. If you take an item you set the var for that slot to empty so when you return to the bag it is not going to show anyway because var=empty.

  • Just need a simple system condition to compare the global like if variable = 0, set text to "Sunday", if variable =1, set text to "Monday" etc. To reset the variable the logic is with the button, so when button pressed add 1 to variable. Then a separate check if variable = 7, set variable to 0.

  • here I made a very quick inventory to show you dropbox.com/s/54ze0xrjq2i83ro/lootdrop.c3p

  • You wouldn't need to use arrays if you already have the inventory working without as it would be the same logic. For item rarity you could generate a number from 1-100 and if it is 1-10 then you spawn legendary, something like that. For the item selection and spawning, do you have that already with an inventory? You would spawn the items in the same way, create object by name on top of the slot if you are not using arrays.

  • I edited the response above, try this. The problem is that you don't know what object will be created so you can't apply actions. If you use Family in the actions then it'll change the one that was created, not the new one. If the above doesn't work then you might have to do logic for individual Shadow objects rather than Family, which isn't that bad.

  • That looks ok, is that not working? What has gone wrong?

    edit: I see, you can't choose the object in the actions.

    Try this, if you store the animation and frame in a global variable. Then use 'family on last created' and set the animation and frame to the variables. Maybe...

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lionz

Member since 5 Aug, 2013

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