When I drop an object in a place, another disappears

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Post » Wed Sep 21, 2016 12:31 pm

In my game you buy a mill and loose on a space that attracts and fixes it , then when I buy another mill and put it in another space, the former mill disappears. Why does this happen?
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Post » Wed Sep 21, 2016 12:44 pm

Place the .capx your game here for we analyze. Without an example it is difficult to help. :)
Hi I am Samuel :)

My google play
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Post » Wed Sep 21, 2016 12:55 pm

martdsam wrote:Place the .capx your game here for we analyze. Without an example it is difficult to help. :)


Right click in the image to view full picture and annotations :)

I created two different spaces to see if that was the mistake but still going
Space 1 = Sprite
Space 2 = Sprite2
Image
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Post » Wed Sep 21, 2016 1:17 pm

'molinor..' is unreferenced in the picking. Unreferecend means that there is no condition handling any 'molinor..'. Therefor the action adress to all 'molinor..'. They dont dissapear, they just move to exact the same location.

I dont see youre layout, i dont know what one 'molinor..' difference from the other. Cant advise on what bas you can pick them. You should know on what base. Just add a condition that picks the right 'molinor..'.
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Post » Wed Sep 21, 2016 1:31 pm

99Instances2Go wrote:'molinor..' is unreferenced in the picking. Unreferecend means that there is no condition handling any 'molinor..'. Therefor the action adress to all 'molinor..'. They dont dissapear, they just move to exact the same location.

I dont see youre layout, i dont know what one 'molinor..' difference from the other. Cant advise on what bas you can pick them. You should know on what base. Just add a condition that picks the right 'molinor..'.


The object is a mill, and when you buy a mill, is always the same sprite... Is that the problem? must i create more mills? I understand the problem but... I don't understand what can i do..
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Post » Wed Sep 21, 2016 3:12 pm

No, of course it is the same sprite (instance of a sprite).

Need more help (from me) you got to drop a capx. In base it is simple, just pick the right mill. There most be something on screen that tells the user wich mill he is moving. The same goes for the code.
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Post » Wed Sep 21, 2016 3:47 pm

Message: urmel can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
99Instances2Go wrote:No, of course it is the same sprite (instance of a sprite).

Need more help (from me) you got to drop a capx. In base it is simple, just pick the right mill. There most be something on screen that tells the user wich mill he is moving. The same goes for the code.


I have tried everything you 've told me, but I could not solve it. If you can, here is the proyect :) Help me please :(

https://www.dropbox.com/s/fc4gfnfycmjsx02/Game.rar?dl=0
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Post » Wed Sep 21, 2016 8:45 pm

You did not have a creation/spawn interface at all, nor any actions that spawn/create.
The way you use that tilemap is a no no.

I have no idea what you want to do. So i played with the project. Showing picking, containers and instance variables.

https://www.dropbox.com/s/a8ym63f7lkanm ... .capx?dl=0

I learned from the passed that nothing happens with this sort of examples. But hey, thats fine to.

The basics are simple tough.

An event is one piece of conditions and actions.
The actions run if the conditions are true.
The actions run on the objects picked by the conditions.
Actions that address an object that is not picked by the conditions, run on all instances of that object.

Sorry, i cant help you skipping all the basics and advance in 1 step from nothing to a super advanced user.
I still call myself beginner.
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