lionz's Forum Posts

  • When you deal with multiple instances it gets more complicated. Also those aren't the key events you shared, we would need to see all of them or you could share the project. I can already see a possible problem with the dead state that you have running constantly trying to start a timer and from what I can see you don't stop the slime from moving when it's dead.

  • You won't be able to add it as a sub event

  • Should be as simple as creating a bundle in xcode and submitting? I dunno I usually use android but it seems easy on iOS too. There is a tutorial here which may still be relevant construct.net/en/tutorials/ios-application-development-and-publishing-with-xcode-25

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  • My approach to this is to use an array filled with the possible choices and pick one, then delete it so it can't be picked next time.

  • When you've attempted to make the game yourself it's not as easy as describing what to do. It looks like you are using 6 instances of the same object so that's good. In the first example you are trying to compare 6 different objects and I was wondering why. On the code I'm seeing there you can use 'ZD1 FaceVal=1' : action - set a variable to ZD1.pickedcount. That gives you the number of ZD1 that rolled a 1 etc

  • Not sure because it depends how you coded the rest of it. What I shared is the code : system for each ZD1 : set variable to ZD1.pickedcount. This counts the number on screen which is what you want?

    I've used a site called Netlify, where you can make a free account that has drag-and-drop site creation. You can export game for web, then literally drag the zip file over and it will make a full site you can share. Don't know all the limitations for free, etc. but I've been amazed by it.

    Good point, I use Netlify as well and didn't mention it!

  • Isn't this more of an iOS store thing so they should have a page that tells you

  • You could use pickedcount to determine how many are on screen, does an animation frame check really matter if you used 6 different objects instead of 1 object? Something like for each ZD1 > set variable to ZD1.pickedcount would give you the number on screen and if it's 3 then you know it's 3 of a kind.

  • When you use create object, the actions apply to the created instance so it should be fine. But aren't the houses already there? You mow them which is the completion task and then you set the existing house to done, at this point you must pick the correct instance of house. Better if we see the event where you set the fix variable.

  • Instead of having a condition 'is Fix', do all of these actions when you set Fix to true in the event we can't see.

  • If you give the player and the box physics behaviour then you should be able to push it around like in the video

  • Can you please share a less dodgy link than to a rar file that is flagged as a virus

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  • I made a tutorial doing pretty much explaining what Lionz has suggested - though it's much more long-winded! It might not 100% be what you're after, but could be a good starting point.

    Drag and Drop 'Crafting' System

    Nice I like it and it's almost a tutorial in how to use JSON as well :)