lionz's Forum Posts

  • It does the for each X in one tick so the wait won't work, you can set it up differently to this with 'repeat'. Also why pass the array value through a global variable? You can just say if stateID = array.curvalue.

  • From looking at the tutorial I would say adjusting those variables would probably work, your error might be in the logic with the button that changes the variables, it might not be working correctly. Feel free to share a capx that you made from the tutorial though.

  • Which memory match tutorial?

  • I meant add the player is not jumping as a condition of the jump event, so left click will only jump and play the sound once until the player returns from jump.

    Set some kind of variable up and add it as a condition to the player controls, so if the variable is set to something then player controls don't work. Then set it to the expected value when you're on scoreboard to disable controls, change the value back when you are in the main game.

  • Add the condition 'player is not jumping' to the jump event.

    Give the scoreboard layout its own event sheet that doesn't include the player movement events.

    Replace 'is in touch' with 'on touch start'.

  • If it's a small single screen puzzle game I would just generate each level in a single layout, why not? 100 layouts would look so cluttered and too many things can go wrong.

  • You can just do this with normal events that relate to setting variables or text, I don't think you need to use an array. There is no array editor, you push the data you want into the array during runtime. If you want to use an array I imagine you would 'choose' a number for x and y, then assign them to a curx, cury from the array.

  • No problem, good luck and feel free to post back here if you have any problem with using families.

  • Assuming you have set up instance variables for each individual object called Damage, this is why Families are powerful because you have a 'Family Instance variable'. That is what you're referencing there but you haven't used it. Create a family instance variable called Damage then every enemy will have it (you don't need to add the variable individually to each member of Enemies). You can only reference Enemies.Damage if it's setup for family, otherwise you need to reference individual enemies, EnemyA.Damage, EnemyB.Damage. Better to group in a family, which is what you're trying to do I can see but didn't quite get there yet

  • On Effacer pressed > set HumanName to left(HumanName,len(HumanName)-1)

  • Yes you can do that, did you try it as described?

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  • Event 13 is what you use for stacking items, if you don't want that in the game then just delete event 13. Yes this then causes your other issue where it skips down and adds it to an empty slot even if it exists elsewhere in the inventory so I've added a condition in here with variable 'nope' so you can see how it toggles it and locks out the add a new item to inventory event. 'nope' resets at the start of the click event with the other variables.

    https://www.dropbox.com/s/ych25iu96ofpy ... .capx?dl=0

  • For you to take an unedited template and then for me to add to it so it now does something else doesn't really help you in learning how to use the engine. Also 'random' is used several time in this game already. The way I would do it is to set the coin as a bullet the same as the platform and then when you create the block you create a coin, it's as simple as that. If it needs to be more random than this then when the block is created you could create a number of coins at the height (just above) the block and wait a random number of seconds, this would create the illusion of randomly created coins.

  • Cool, glad I could help.

  • Yes multiple objects, no warnings here