mekonbekon's Forum Posts

  • Ok, cool :-)

  • Hi, I'd like to help but it isn't clear what you are trying to achieve. From your explanation it sounds like you want to duplicate each sprite, but from your image I'm not sure if that's your goal - should the black rectangles match the large rectangles?

    What objects do you have in your family? If you spawn a family member it will pick a random object from within that family, even if you spawn from another family member.

  • The trick is to duplicate the family and then check family 1 against family 2:

    dropbox.com/scl/fi/l6rxfl89xz8jpdc6fh21b/overlappingFamily.c3p

    Drag the sprites over each other to trigger them.

  • mekonbekon#0890

  • I use Netlify because it's free and really straightforward to use - you just drag in your exported project folder to upload it and, hey presto, it's ready to go. You can also easily change the site name.

    Yup, I'm on Discord (mekonbekon) and on Construct Community - I don't use it much either but if you would rather continue there I'll muddle through :-)

  • Glad to be able to help, give me a shout if you would like me to clarify anything in the demo.

    I've no programming background, apart from dabbling with a few scripting languages here and there; it's one of my main reasons for using Construct.

    Knowing the conventions and workarounds comes with practice, but keep plugging at it and you'll be surprised at how quickly you pick stuff up. I've found that scouring the forums, tutorials and manual really helps.

    A good way to get a leg-up on projects is to start with one of the bundled example projects as a base, and enhance it with a few extra mechanics. Just keep them simple and you'll stand a better chance of finishing them. That said, don't get too disheartened with abandoning projects - each is a learning experience whether you finish it or not. I have plenty of games that are on the bench - maybe I'll get back to them, maybe I won't, but all of them have helped me improve.

    You can check out my noodlings (in various states of completion) here:

    mekonbekon.netlify.com

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  • OK, here's what I managed:

    dropbox.com/scl/fi/nwdaiolsglslcub6z5adj/matchContainers00.capx

    This creates two sets of containers with shuffled instances. I've added comments on the event sheet to explain what's happening, but let me know if they aren't clear.

  • On it, should have something for you shortly :-)

  • You're welcome :-)

    If you have a value of zero for any of the array's dimensions then the array doesn't have any cells for you to store data e.g. 5x5x0 = 0

  • You want a depth of 1 on your array. If you check in debug mode you can look at the array object to confirm your values are being stored.

  • Hi,

    The reason D isn't showing is because you've got all those other D keys on screen - all of those are triggering as not being touched so D remains invisible.

    The slow response is due to using the "is touching" and "is not touching" conditions; these will be constantly adding or subtracting from your global variables every tick. Instead you want to use "on touch" and "on touch ended" so that they only trigger once when an inputs starts or ends.

    I've attached two alternative ways of arranging the events to solve this:

    revised keeps your existing objects but sets the triggers so they only fire when touch starts and ends. I've also removed the unnecessary global variables.

    revised2 uses more advanced concepts but simplifies the events even further; there is only a single letter text object, which is placed in a container with the key sprite object, and a single shortcutDescription text object (placing the key-text and key-sprite in container together means that when either instance is picked its container buddy is also picked).

    The key sprite object has two string variables - one for the letter text, the other for the shortcut.

    At the start of the layout the key text is set.

    When you press a key it sets the shortcutDescription text to key.shortcutText.

    dropbox.com/scl/fi/96gvwtyi6u8hs24ivoa4n/touching-object-display-message-revised.c3p

    dropbox.com/scl/fi/3rnbiw5pxe8odvy36r93u/touching-object-display-message-revised2.c3p

  • I'd guess it's because the System expression "pick by evaluating" doesn't actually pick a Tilemap, only the personaje, so it's still using the left tilemap to calculate the evaluation.

    You could add an "personaje is overlapping Tilemap" condition to the event and it should select the correct tilemap.

  • The following changes should do the trick:

    1. Change "sprEnemyTechnology.Bullet.DistanceTravelled=200" to just "200".

    2. Change the Bullet distance travelled condition from "=" to ">"; it's unlikely that the bullet distance travelled will ever exactly be 200 so if you only check for "=" it probably won't get triggered.

    Also, unless you intend the bullet to stop only if the player points are greater than 30 and it has already travelled 200, move out the "sprEnemyTechnology: Bullet distance travelled" sub-event from under the "Trigger once" event to the same level - that will ensure it stops as soon as it reaches 200.

  • Yep, definitely using the same software, just a different theme :-)

    You can add a new event and then drag it to the right to make it a sub-event but if you're finding that a bit fiddly, try this:

    1. Delete the repeat in your example.

    2. Select the for loop.

    3. Press B to add a blank sub-event.

    4. Double-click the sub-event and add a repeat.

    Hope that helps! :-)

  • If you want to keep it in one text object you can do it as follows: