lionz's Forum Posts

  • Can you also remove that first move to action ? The reason they don't move again is because the spaces are all set to var=1. You can run a sub event after the for each card to pick all spaces and set var=0 again.

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  • I guess pathfinding doesn't have the drifting so it will look different. You could always use pathfinding on an invisible object and have the car chase it by using set movingangle towards the object.

  • I would put them on a global layer which acts like a HUD and remains between layouts, so where you create the objects (layer 0 in the tutorial) give that layer a global property and make sure in the other layout you have the same named layer.

    Another option is to make the inventory and objects you can pick up 'global objects', checkbox on object properties, which accomplishes the same thing.

    Also if you happen to mean a design something like going to another layout then returning to an 'inventory layout' so the inventory is always in one layout then there is something called Persist behaviour you can put on the objects which means the inventory will look the same when you return.

  • Ah ok you need to do 'for each card' also on the condition. Also on the action above the move to like i said you need to set the variable to 1, this means it cannot be picked by the next card. In your current event the spaces are still 0.

  • The phone is going to be different to a desktop browser. You should test on mobile from the start really so you can see the performance.

  • Goomba on collision with wall, if mirrored set not mirrored, Else set mirrored.

  • Have a variable on space like to say it is in use (occupied) then say on touched shuffle, pick random instance of space where space is not occupied > set space.occupied to true, and move card to space.

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  • Your question is confusing, how can they shift both up and left ? If you remove a value I would expect the values below it in the column to move up and that's it.

  • Can you add information and tell us what you mean ?

  • You have nothing to determine what is slot 1 or slot 2 ? You need something additional like an instance variable for slot number and pick that way. Also you can't pick in this way as the first condition narrows it to only slots that have animation frame 1. There will be a better way to go about what you're attempting, probably where you determine if you have wood or steel in separate events.

  • You need to set the angle of motion of the bullet, if you have 'set angle' ticked on the bullet behaviour then you can use set angle to 0 for right and set angle to 180 for left

  • So there is nothing to cancel, you don't have a plan

  • So what's the question or problem ?