happyturtle5's Recent Forum Activity

  • Holy moly, I found the problem! I had used the command "Set Fact Number to FactShareButton.FactToShare" in a function previously. I already assumed that that was the cause of the problem and had moved the command to the "touched" event. But I did forget to delete the old line which was then overwriting my command... Thanks for sticking with me!

  • Yes, every button has their own instance variable. When I change the instance variable of the first button, e.g. to 3, that becomes the "standard" which is picked everytime.

    The global variable does not update as expected and the text isn't updated correctly as well. Everytime only the instance variable of the first button is picked (and set / displayed).

    How could I show it better to you?

  • I have a screen with multiple buttons on it. Every button is supposed to show a certain fact. I want to specify by an instance variable which fact every button is supposed to show when I click it.

    But what is weird is that whenever I click a button, only the instance variable of the first button on the screen is used, although I assumed it should pick the variable of the button I just clicked.

    Here is the code:

    This is how the button looks in the editor:

    I am confused, because I assumed my intended behaviour is what the instance variables are made for. But for whatever reason, they are all ignored, and just the instance variable value of the first button (and the one with the lowest UID) is picked. Can I do something to fix this?

  • Thank you!

  • I don't have high hopes, but does anyone know if its possible or planned to be able to work on a project at the same time?

    With Git, or another method of collaborating, its possible to work on files together in engines like Unity or Unreal, but I fear since we don't save the file structure, but the whole project as one file, its not possible, is it?

  • Ah, so its possible to use the else in that way? I tried it before, but I only could add an else to the main event, not the conditions underneath. By the way, this setup works as well, although it is very similar to the first one.

  • Thanks, I would have assumed that I have to lift my finger again before a new "on tap gesture" is registered.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The game always goes back to the main menu, even if the game state is "game lost".

  • I try to understand how to use the OR block correctly.

    The documentation states: "You can also create OR blocks which run if any condition is true, rather than all the conditions. See How events work for more information." and "the event will run if "condition 1 OR condition 2 OR condition 3..." are true."

    I have an event in which I register the tap on a sprite. I have two OR conditions which ask for the current game state ("show results" and "boss waiting"). I'd assume that the game only executes the following actions when the conditions are met.

    BUT I have another event block which also registers the tap on the same sprite. It too has its own condition "game lost" which results in another action than the first event and should ONLY trigger when the condition "game lost" is met.

    But as soon as I set the first event to OR, it does not care which game state is active, it executes the action even if the game state is "game lost".

    Did I use it wrong? Is this a bug?

happyturtle5's avatar

happyturtle5

Member since 21 Apr, 2021

None one is following happyturtle5 yet!

Trophy Case

  • 3-Year Club
  • Email Verified

Progress

4/44
How to earn trophies