Gumball's Recent Forum Activity

  • I believe it's because the instant you change it from going left to right, the next event in line triggers.. While still colliding with the Brick, so it simply moves left again. (following the Event sheet top to bottom). If you flip the Direction changing events around, you'll see what I mean.

    EDIT: A quick dirty fix:

    What I changed is fairly simple, we just need something to tell us that we've already changed direction so the next conditional event in line does not trigger.

  • Thanks for the replies Guys.

    > You could also use the Is Overlapping condition (...)

    >

    Is Overlapping is not an observer condition, so with the number of my enemies that would be probably way to much CPU consuming...

    -SNIP-

    Fair enough, I had not considered that to be honest. My current fidget projects are all PC based prototypes.

  • A quick glance at the list of supported platforms would tell you that the Nintendo 3DS is not currently supported as a native export. But perhaps someone has a method of doing so somewhere?

  • That's actually a fairly elegant solution, That way he won't need to disable collision on the object, but still retain his current workflow.

  • You could also use the Is Overlapping condition for this, since it is not an event it's not triggered as such, so there can't be any ''backlog'' that has to be processed, it only checks at that moment in time.

    I use it to detect a sword hitting an enemy like this:

  • Ah, yes this is true. I guess you could create clones of existing items. Although that would mean more events to deal with the doubled objects.. So I guess a container is out of the question.

    Perhaps you could say.. Store the UID of the object your poison marks are pinned to in an instance variable, and should this UID no longer exist (ie be destroyed) destroy the mark? It's a little more manual work, but it would solve your issue and make it usable on any other object.

    Just thinking out loud here.

  • Quick note: I set the Array Width property to 0 before adding stuff to it, by default this was set to 10 causing Array.Width to return 13 when the three options were added, this was not the desired result as there's only 3 strings in the array. Make sure to keep this in mind and change the base Width of a new array!

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  • You can see a list of which objects are in a container in the object properties:

    But no, in this case Object2 is linking the three together. So when any of these are created it will create the others as well. (As Containers are designed to do) You should see them all linked together in the Properties window under Container.

  • Containers can actually contain more than two objects.

    In the object properties:

    You can keep adding more objects to the container. If that solves your problem, then that's a fairly easy fix.

  • Basically, what you want is as follows (Pseudocode, mind you)?

    New Array (
        Contents:
        1 - What is the sum of 1 + 1?
        2 - How do you pet a Platypus?
        3 - What is love?
    )
    Display : Array[Choose(1,2,3)]
    [/code:123dvxxg]
    
    EDIT: The following *.capx basically contains the above: [url=https://www.dropbox.com/s/47r131fbuxajvhi/random%20text.capx?dl=1]https://www.dropbox.com/s/47r131fbuxajv ... .capx?dl=1[/url]
  • I think I understand what you mean now. And yes that is definitely a possibility, have an array of questions and answers, then use a random number to pick a question (along with the relevant answer(s)!).

  • Random as in?

    Technically you could have a For loop to get through a certain amount of iterations, and use Choose("Option1","Option2","Option3") to create a ''random'' string of words. But whether or not it will make sense is an entirely different story.

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Gumball

Member since 15 Mar, 2014

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