lionz's Forum Posts

  • Are you referring to a plugin of some kind? Check for a condition 'on tween end' then go to layout.

  • Yes it's object.count use this

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  • I've seen problems reported before on returning pickedcount=0 actually, try it the opposite way I mentioned with a total set to yes for total number of pieces and see if that works better.

  • What do you need help with?

  • If you add 'system for each instance' to your can move checks then this could work but you might not have too much control over it. During such checks change a variable on that instance, so let's say variable1=yes if it can move and variable1=no if it cannot move. This would be updated throughout the game I imagine and allow you to see what can and cannot move.

    For the game end functionality, try system for each instance where variable1=yes. Then on the actions set a global variable to object.pickedcount. That variable value will be the number of instances that can still move, if it's 0 then that means none of them can move.

    Of course you can do this the opposite way if the total number of instances is known you can check where variable1=no and check that object.pickedcount is equal to the total number of instances.

  • I did this by using a Sprite with Scroll To Behaviour, then set it to mouse position every 0.1 seconds, of course you could adjust the time.

  • What have you tried so far? And what type of game is it and what is the perspective of the game? Did you manage to get a pet following the player?

  • No problem, I can see where you were going with this, you just picked the wrong type of compare. The one you chose was comparing the actual value in the array at X=4 where instead you want to compare the variable Dialogue itself.

  • Condition is incorrect, should be system compare global variable Dialogue >= Array.width.

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    They'll respond, they don't work weekends.

  • If you use move to behaviour the movement can be based on grid position which you can use in events. So where the player is standing, you store the grid position and when the player moves you can send the NPC to that previous grid position. No one can get stuck as they can only move to where the player previously moved.

  • Can do it with events, set a local variable to choose(0,1), if 0 change variable 1, if 1 change variable 2.

  • It probably is complex, the question is also really generic I'm not sure where to begin helping. What AI?

  • You have to do something a little extra for this, you would store the instance selected, for example the UID, in a local variable with your 'on selected' event. Then as a sub event you 'pick all' instances and set opacity 100, then again as a sub event you pick the instance by UID, the variable value you stored, and set it to 70.

    This is because when you use on selected event it narrows the selected instances to just 1, you have to open them up again with pick all to set everything back to default, then return to the original one instance to pick that and set it to 70. Hopefully that makes sense.

  • Yep choose goes in the second field, the value. The first box is to choose the variable you are changing.