FlippyDolphin's Recent Forum Activity

  • Not UID. I'm looking to choose a card (let's say CatCard) and then have the game spawn the correspondent animal (so the cat) I was thinking I could do something like "Set variable "animaltospawn" to card.name -Card (as the cards are called stuff like dogcard and catcard) and then spawn by name animaltospawn.

  • SPAWNING FIX

    Under system "Spawn object by name"

    spawn object (Variable name)

    So let's say your variable (let's call it "fruit") has could be one of 3 different things. Apple, banana, or grape.

    spawn object fruit

    would spawn whichever one was currently selected (grape, apple, banana whatever. Please note if the variables name doesn't match an object it just won't spawn anything)

    ANIMATING HELP

    for your animating issue I have 2 solutions.

    1. To have the animations set as the default under the actual animater

    2. Do "when object is created OR on start of layout. Set object to animation" (replace animation with your animation name and object with your object name)

  • I have a family called cards and it randomly chooses one of the "cards" I then want to store the chosen card in a variable called "Chosen card". I've wanted to do stuff like this in the past but I can't find an expression for a specific object's name.

  • Thanks. Works wonderfully. Completely forgot about "last created" and didn't want to have to go through the whole UID thing haha

  • I don't understand your question.. Can you post your project file? Or at least draw a picture of what you are trying to make?

    oml I forgot the link. Here dropbox.com/s/bvicb7fw2sb0imd/Cat%20Game.c3p

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  • I am trying to make a wheel work that slows down to a stop. I want to change the spawn timing to be slower as they slow down so it doesn't overlap like it usually does. I tried changing it in different ways, doing complicated equations to make them slow down as it goes (although even if I could figure out how to do that I figure I would have to change it every time I wanted to change the speed), I also tried doing a wait for signal which waits till the latest card has passed X 75 although I figured there was probably a simpler way.

    To test it click the red button in the top left. That's what I'm currently working on.

    TL;DR/Summary: Press the red button in the game. I want it to spawn slower as it slows down so they spawn the same distance (or similar) distances apart.

  • > The arrow uses bullet physics correct? You want to mirror it when you are facing the opposite direction or set the angle to the bow/character angle.

    I should've been more specific the problem I'm having isn't that the bullet is going the wrong way I have a specific sprite for when the character is facing left and it isn't spawning. The conditions and actions are the same for each

    Oh in that case you want it to be 1 arrow with 2 animation states. left and right. Then call the animation when you are facing the correspondent direction

  • I had finally got a good (good enough) level editor going so I decided to export it to my game. The only difference is my game uses tile maps (I will take autotiling another day) whereas the test editor I set up uses sprites. Everything was working fine (except I can't change Mouse.X to touch.X in the code because it automatically thinks that I am touching 0,0 whenever I stop touching.) Heres my test editor link.

    https://www.dropbox.com/s/7z8qvryghx45y48/TileEditor.c3p?dl=0

    But when I put it into my game it doesn't work... (ignore most of the game. Only pay attention to the level editor event sheet and layout.)

    https://www.dropbox.com/s/ss481gzj4ujrxi1/Slip%20Slap%20Snap.c3p?dl=0[/url;]

    If anyone can tell me how to fix the code that would be great! Also if you have any tips on autotillers or know how I can get it working mouse free I'll be rather greatful!

  • The arrow uses bullet physics correct? You want to mirror it when you are facing the opposite direction or set the angle to the bow/character angle.

  • Alright. Thanks!

  • Wait. I should be able to optimize with functions right?

  • 2 depth. The colors represent the different tiles.

    The game will eventually take place in a

    6x6x2 (But may become larger)

    Many tiles (Currently Ice, Water, Snow and Grace)

    Many above ground items (Currently above 10)

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FlippyDolphin

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