mekonbekon's Recent Forum Activity

  • You're welcome :-)

  • Here's an updated file that should fix the issues you're having:

    dropbox.com/s/hpfy5kkyxa4vps9/Mapabox_MB.c3p

    In event 9 all txt_answerNew.number were being set to the same value.

    In 10/11 all instances of list_answer_input, txt_option and txt_answerNew were being acted on rather than those sharing the button number - you needed to pick the instances with the same number as the button.

    If you want to simplify your events, instead of picking instances using a shared number value I would consider adding these objects into a container together - that way, when you pick an instance the instances in its container are automatically picked.

  • Here's an example that does what you're after:

    dropbox.com/s/8k7o0l6e2qwtun4/order.c3p

    There's probably a way to simplify calculating the ingredient permutations for filling the array - if I figure it out I'll update and let you know.

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  • Use Audio play ""&int(random(1,7))

    You'd want int(random(1,8)) or 7 won't get picked, as int just lops off the fraction.

  • It looks like your previous data is already lost, so changing the depth back to 1 won't retrieve it - any new data should be saved though.

  • I think it's because your z size value is set to zero - it should be 1.

  • There should be a json file for the array in the Project>Files folder - if you download this and open it in a text editor you can check to see what data has been saved.

    If you can't see anything obvious wrong with it try sticking it into a json validator like this one: jsonformatter.curiousconcept.com

  • you're welcome :-)

  • If all of your soldiers use a weapon then I'd consider adding them in a container together, so when you pick a soldier its weapon is automatically picked.

    I'd also pin (position only) the weapon to the soldier so that you don't have to keep repositioning it.

    If you do use a container then rather than having a family it might be better to just have a single soldier object and set the team and class with a variable. You would have different animations for the teams and classes on the one soldier object. Same for the weapon: a variable for type, different animations for each type.

    On start set variables and animations for each soldier/weapon then pin the weapon to the soldier.

    Every tick for each soldier set weapon angle to Mouse X,Y.

    The pin should then take care of all the repositioning.

    On change of direction, unpin the weapon, mirror the soldier, mirror the weapon, reposition and repin.

  • If you want to return to layout X from layout Dungeon, on leaving layout X save the name of the layout to a global variable (e.g. "lastLayout").

    When you exit the Dungeon use the Go to Layout (by name) trigger, using the lastLayout variable.

  • No probs :-)

  • You will probably be able to cut down the number of conditions required with some careful grouping of objects into containers and families.

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mekonbekon

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