lionz's Forum Posts

  • Link doesn't work but make sure the image points are applied to the whole animation not just the first frame.

  • You didn't really say the purpose of the overlap but since you are using drag and drop and I am imagining some kind of crafting mechanic, you can add 'on drop' so it's a trigger once to the overlapping conditions. If you grab the UID of the item you picked up you can compare the other item that is overlapping with it 'on drop'.

  • Well you didn't need to create a new post but if you make the 2 events like I mentioned above it should work. On start of layout is so that the timer starts only once, and then the on timer should be a new event.

  • Put the timer behaviour on the object

    Then say on A key pressed : object start timer, set animation 1

    Then say system compare two values, object.timer.duration greater than 2 : set animation 2

    Also on A key released : stop timer

  • Yes if you are having trouble with timers then post again and with a screenshot of the events preferred.

  • My approach is usually this as one event :

    - on object clicked,

    - sub event store the UID in an instance variable

    - sub event pick all object set opacity to 100

    - sub event pick object where UID = instance var, set opacity to 60

  • Bit difficult with the system condition. You could try using a timer behaviour. For each object on start of layout, start timer for time value 'object.variable'. Then on timer completed, spawn the object and start timer again for time value 'object.variable'. This should work well for picking the right instances.

  • What exactly is happening and what do you expect to happen? From what we can see this looks ok but we can't see the full event in the screenshot.

  • I wonder do people even need a tutorial for this?

    Not really but people get scared when they see new things

  • For pickedcount you can set it to a global if you want. There's more info on Families in the manual.

  • I'm saying the variable for faceval should become a family instance variable then it's easier. As for the logic to check for the straight I mentioned it above but you'll have to work it out. You need to check that any dice is a 1 then a 2 then a 3 etc

  • Family can be used independently of other events. You use it where you want to pick all of the dice together to find their values. You may have to bring the dice value variable up to the family level though, something called a family instance variable, and go from there.

  • There's no point doing the array method if you've already started this way. As I mentioned you can use a family to group all the dice into one condition 'for each dice(family)' checks all of the objects.

  • Also I came up with a way to make this game using an array but you already started making it. You could roll 6 dice which are 6 rows of an array, an array helps you to count the number of each type or determine if you rolled something by using 'array contains value'. Also you can sort an array so you could put any dice rolls in numerical order to find the straight.

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  • You would need to check if any Dice have val=1 AND any Dice have val=2 etc until 5. And since it's a chore to do that with each Dice you can put the Dice objects into a Family, this limits events so you can group all Dice together.

    Then you can say for each Dice (family) where Dice.val=1 set variable to Dice.pickedcount. Same as before basically but with a Family. Then if it's 1 or greater then you are good. You could check for val=1,2,3,4,5 in the same event with subsequent sub event checks and if all of them return 1 or greater then you have the straight.