lionz's Forum Posts

  • Is that ANOTHER question? Lol jk. Questions are fine. I see you post in C3 which doesn't have the 'beginner's questions' area that C2 has and is more hidden for asking the more basic questions. Maybe they should add beginner's area for C3. There is also a discord server where you can ask for assistance.

  • Take out the for each and pick by UID.

    What is the animation0 variable doing?

    I would do

    bullet on collision with snowball,

    if animation frame = 0 - set animation frame to 1

    if animation frame = 1 - set animation frame to 2 etc as sub events

    There are ways to make it more efficient but try this for now.

  • This needs a better explanation, a sprite that clicks a button? Are you trying to do some kind of simulate mouse click action?

  • Probably more difficult than it sounds. If it was one object you could centre it on screen using

    set position to

    x=(ViewportLeft(0) + ViewportRight(0))/2

    y=(ViewportTop(0) + ViewportBottom(0))/2

    You could create a sprite, when all the squares are in position, pin them to this sprite. Then use the calculation above on that sprite, then everything would be in the centre of the screen. Depends what your game does really.

  • Yes that's just normal behaviour unless you have some integration with Facebook or similar to store the data online. There are some neat looking plugins here that handle the storing of online data with accounts.

    construct.net/en/forum/construct-3/plugin-sdk-10/christmas-sale-construct-maste-139046

  • Looks nice but watch out for King.

  • You can just create 10 squares that remain there and change the shape displayed based on animation or animation frame. So 0 is blank and frame 1 could be circle, frame 2 triangle etc.

  • Families are for this kind of thing. You can apply the same logic to one object instead of many.

    Add your animal objects to a family, and then apply logic to family object animation.

    https://www.construct.net/en/make-games/manuals/construct-3/project-primitives/objects/families

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  • I guess you could have a total food counter that increments when collecting food, and alongside that another variable that increments when collecting food but resets to 0 when you hit 10. So you say :

    on food collected add 1 to totalFood, add 1 to variable2

    variable2 = 10, increase player size, set variable 2 to 0

  • It's difficult, maybe impossible, to identify and pick an object type in a family like this, you don't really use families in this way. It is better to just pick a random number i.e. choose(0,1,2,3) and then the number will apply to the spawning of an object, families will not help here.

    When you pick the object to spawn you then put the create object action through a for loop with the choose(2,3) in place as the number of times to loop.

    Not sure what the touch event is but you can count the number of objects that were spawned with the result of choose(2,3). If you want the total number of objects in a family it is family.count.

  • The event you've shown us is on collision with power up right? It shouldn't need a different event, I would expect it to be in this one or you have 2 on collision with power up events. We need to see that in a screenshot as it may cause the problem you're having.

  • Whenever you select something from the list, list.selectedtext is the item selected which you can then set to a variable, is that enough to do what you want?

  • You don't set the boolean to true so the timer doesn't start, or it's already set to true and so the not true condition doesn't work. If you're checking against whether a boolean is true or false you need to toggle it to those values when you do or do not have an item.

  • Right-click on event > Make 'OR' block

  • On any number. I had it wrong though, floor is to round down, ceil to round up and round picks the nearest if that is useful. So you can say round(1.2) and that returns 1. round(1.6) and that returns 2.