lionz's Forum Posts

  • If you mean random predetermined pairs then you can store them in an array where first column is the pair like TK, and second column is the answer. To pick at random you can use random(x) to choose a random row number of the array where x is the number of rows. When TK is chosen for example you can compare the text input in the textbox against the answer in column 2, if I understood the game correctly.

  • You will need to make use of tags, and one way to do it is to say 'enemy on created' 'play audio at object enemy' using tag ""&enemy.UID, this will give it a unique name related to the enemy. Then you can also say 'enemy on destroyed' stop tag "&enemy.UID

  • Then create it in the same event where you add 1

  • Might be better if you share the file. I don't fully believe that the tutorial works as he says because if you have an event hold Z down to set the variable ATK to true then it will always be true even if you wait 0.1 second and set it to false. Maybe in the video he only taps Z once whereas you are holding it down.

  • I edited above just now, that event 12 looks like it could run constantly and set the atk animation but I can't be sure of what's happening. I can't see all the event as the group is minimized which is what I meant above.

  • The events for atk=false are hidden so maybe something is running there.

    edit : yeah that event at 12 looks dodgy, like it can always set the attack animation.

  • construct.net/en/tutorials/upgrade-object-family-319

    Nice this is close to what I described , I'm surprised there is a page for it

    I mean... I did do it, but the json way as I mentioned. Its way better.

    Open the objecttype json.txt file in the project folder. copy variables, open familytype json.txt file and paste. Takes like a simple 2 minutes, regardless of how many variables.

    I don't touch project files, dats scary. Maybe it's fine, I don't know.

  • Well it's been a day you could've done it by now ? You make a Family with the same variables with an extra character to differentiate, then the events that use the old object, you change the variable to the new one because since that object is now in the Family it will adopt the new variable, then you right-click replace object with Family.

  • So which part is not resolved at the moment ? I think for the second object behind you can just have one instance and set its position to the correct answer ?

  • Could be useful, suggest as an improvement. If names are clear though it should be fine to use many Families.

  • You have to recreate them all, good luck!

  • The correct answer will be known before the player chooses, so the green object should already have an instance variable where value 'correct' or 'incorrect' is assigned. When the player chooses an answer, you can make the green objects where value=incorrect invisible. So what i'm saying is you pick by a variable value, not by UID.

    However when I look at your post above, you say that all the green answer objects go invisible anyway, so is there a need to pick one ? Unless you meant that all of them going invisible is just the 'current functionality' and a bug, in which case you can do the above.

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  • No idea what that setting is but glad it's working now :)

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