lionz's Forum Posts

  • You need to know the object type so you can apply the proper actions to it. Why don't you know what object it is ?

  • Not luck, it is running through them in order and finding the first one then stopping. Check to see if the correct ones are changing.

  • You don't need to add those extra conditions as it is already running through every sprite. On the actions for the loop you can add set status to 1 and then use Stop loop if you want it to change just one of them.

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  • Do you mean in order of ID so 0 then 1 then 2 ? There is system condition 'for each(ordered)' so it can run through them in order of the ID.

  • Ok well it's a little more complicated because the objects are the same, if they were different it would be a simple set object B var to objectA.var.

    Here are two ways I tried using a function to set the var or by setting it 'on object created' with a global variable.

    Note the second way has an extra variable spawnnew because if you don't have this it will also assign the variable to the blocks created on start of layout and you probably don't want this.

  • Show the event of the triggering object or are you saying bblock makes a bblock spawn? And what variable?

  • Nice! container just means they are related objects, when you create one, it creates the others and they are related in events to avoid the matching variable logic. More in the manual!

  • You can open the file even in free version of Construct 3 on this site to see it

  • With a loop when you press right instead of just adding 1, you add 1, then check if itemslot where itemslot.var = globalvar is empty, if so add 1 again. You will need an additional check where if slot returns to 1 after going beyond 6 but maybe you already have this with normal navigation, and also it will loop forever if it's full so you also need an extra condition for if empty itemslots.count = 0 then you can't run this logic.

  • Spritefont is for using a custom font from an image, either you need this or you don't...

  • I would do it like this since Coins is the important object - set the Price on all Coins objects, so Coins.Price. Then if you want to display this on a related SpriteFont you say 'for each SpriteFont, if Coins.Matcher = SpriteFont.Matcher, set SpriteFont text to Coins.Price'

    Also you can avoid most of the above and have a simple event 'SpriteFont set text to Coins.Price' IF you put the SpriteFont and Coins in a 'Container' then they are related without the matcher instance variable.

  • It only creates items when you pick them up so it won't create them again or run the function on the other layout, but if it's about visibility of those icons then make the layer called HUD a global layer and make sure HUD layer is in both layouts.

  • I don't think it's possible if you have solid set as an obstacle because they block themselves and can't all find a path right next to the player. I don't like to give the object doing pathfinding the solid behaviour.

  • What would you like them to do instead ?