lionz's Forum Posts

  • 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?

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    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 :)

  • Assuming levels are only ever unlocked in order and you can't skip them you can use logic with one global variable which is set to highest level unlocked then when you enter the layout it unlocks all objects that instance variable value is less or equal to GV (assuming you set these up in the editor already). This way you are not changing instance variables but just comparing.

  • I made this with an array where each row is a new recipe that contains the 2 items required and the result. Then you can select your items by whatever method and you set their names to 2 global variables.

    Then when you confirm the crafting you run through the recipe array at Y=1 checking if GV 1 matches anything in Y=1, if it does then grab that X and compare the same item in Y=2 at that X if it matches GV 2, if so then you craft the named item in Y=3

    Of course sometimes the first craft item is in Y=2 and not Y=1, so if it's not in 1 then check 2.

  • So you found a crash is what you're saying. Nothing you can do I think they don't look at Construct 2 now.

  • You'll have to share the project file and tell us which are the problematic events.