LI0NHART's Forum Posts

  • image

    I want to limit the ballistics count on screen so I added a

    counter which is checked upon pressing 'NUM1'(which is the

    fire button). However upon adding this the event does not

    trigger at all, if I remove the 'NUM1' if works fine and cant

    figure out why

    Any help would be appreciated

  • image

    I want to trigger the 'BOW & ARROW WEAPON FIRING' event

    I want to add another condition which is:

    If ballistic count is 0 and if NUM1 key is pressed then trigger action

    However upon adding the event, it will now not work unless I remove it.

    Any help will be appreciated

  • sorry about that this link should work

    https://www.dropbox.com/s/ie3j1u4q12weny2/link.capx

  • I think ive tried your methods correctly to no avail.

    here is my capx if you could get it to work i'd much appreciate it

    https://www.dropbox.com/s/ie3j1u4q12weny2/link.capx

  • switchpic

    image

    I've tried various ways of doing this but cant get it to work.

    I want either the user or statue to overlap the button and stay active whilst on it, but if neither of them is on the button then it becomes inactive.

    This works if I used it with link only but as soon as I add the or logic for the statue if fails to work

    the statue has a physics behaviour but link and switch do not

    any help would be appreciated

  • exactly what i'm trying to do that a lot spongehammer :)

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi all,

    I've been trying to work out the logic for the below and cant figure it out, help would be greatly appreciated

    I have 1 instance object that i use as a floor switch.

    It has 2 frames, 0=not activated, 1=activated

    I have 4 of these in a line left to right on the floor

    The switches must be activated in the correct sequence to open a door.

    When the user stands on 1 of the 4 switches it frame value changes to 1

    User overlap switch then set switch frame to 1

    The logic is like this(which does not seem to work)...

    If user overlaps switch then set switch frame =1

    If switch UII=122 and frame=1 then set (value)=active

    If switch UII=123 and frame=1 then set (value)=active

    If switch UII=124 and frame=1 then set (value)=active

    If switch UII=125 and frame=1 then set (value)=active

        

    If switch UII=122 and frame=1

    If user overlap switch and switch UII=123 then (value)=active

    If switch UII=123 and frame=1

    If user overlap switch and switch UII=124 then (value)=active

    If switch UII=124 and frame=1

    If user overlap switch and switch UII=125 then (value)=active

    If switch UII=122 and(value)=active

    If switch UII=123 and(value)=active

    If switch UII=124 and(value)=active

    If switch UII=125 and(value)=active If then set door frame open

  • <img src="https://www.dropbox.com/s/cquqkao3jfbck79/Snapshot%2012.jpg" border="0" />

    <img src="https://www.dropbox.com/s/wbkd2bp8fvkkcz6/Snapshot%2011.jpg" border="0" /><img src="https://www.dropbox.com/s/l4l2ou9rwtsjbvu/Snapshot%2013.jpg" border="0" /><img src="https://www.dropbox.com/s/rma6bcxio48njde/Snapshot%2014.jpg" border="0" />

    <img src="https://www.dropbox.com/s/zlyg8wj62b87uzw/Snapshot%2015.jpg" border="0" />

    <img src="https://www.dropbox.com/s/qay66x2nfonfvw2/Snapshot%2018.jpg" border="0" />

    For a video preview follow link below

    youtube.com/watch

  • Enemies are place in the layout and its X and Y position are stored in instance variables on start of layout

    they move via 8 Direction object

    if the enemies X co or Y co are (lets say) more than 50 pixels away from their instance variable counterpart then the enemie would return to the instance variables location

    This should be an easy thing to do but i can't figure how to do it

  • I want an enemy to stay within a certain range from its initial starting point (say x=200,y=200) and its stays within 50pixels from this point how would I do this?

    I've tried the distance comparable but don't really understand how it works, any help would be appreciated

    thanks in advance

  • Awesome!! has anyone used this site sell sell games, what are your opinions?

  • New to the construct 2 engine but used MMF before. Always wanted to make a zelda style game. This is a very early stage of my game, i intend to make another with my own graphics in the future but to save time im using zelda sprites. :)

    youtu.be/G0kD-Ll-v6g

    dropbox.com/s/dwpk5nqrdg61m5a/zelda.avi

  • Thanks for the help guys, I went with cincipons idea which was similar to my own. Now my inventory works fine :)

  • I'd tried position it both ways. But i've just tried it by creating and positioning the object via an action and it works fine now. Thank for the help guys, much appreciated :)

  • Hi all,

    I'm using an 2d array to store weather the user has aquired an item or not "none" being not aquired and it bieing changed to "sword","shield" as you pick them up.

    Im trying to create an inventory zelda style, as you pick up items they are stored in the 1st available slot on a 4x6 grid like below.

    Anyone have any ideas how i would achieve this?

    thanks

    image