lionz's Forum Posts

  • Either it doesn't exist or the saved value is 0 so when it gets it there is no difference. Do something with 'on item missing' to see if this is the problem.

  • Sounds like you are loading an old save where those blocks still existed.

  • Nope that is a condition if attack=1, you want to set attack to 1 with the action when you click the mouse. Then you can add a timer or wait, or perhaps say 'on attack animation finished' and set it back to attack=0. The idea is to set attack to 1 when you attack so the walk animations will not play.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It's the same as original issue, attack is always 0. You didn't set it to 1 when you attack.

  • You are hiding the events on the screenshot..

  • You could use 'spawner is off screen' then reset the spawning logic on it. I can't remember what happens in Mega Man.

  • The idle animation condition should be something like '8 direction is not moving + attack=0'. Also on the attack events you need actions to set the variable to 1 and then back to 0.

  • There is a condition under the spawner object 'pick nearest/furthest', you can use this to pick the furthest one away from the player.

  • This is a common issue, it is because the walk or idle animations override the attack. So if you are moving or not, it will always try to play walk/idle even if you shoot. The way to fix is to add more conditions such as 'attack animation is not playing' under walk anims. Problem is you have many different anims so a variable might work here. When you want to attack set an instance variable for attack to 1 and then back to 0 when the attack is over, then with your moving/walking animations add condition variable for attack equal to 0.

  • Check in the debug view to see what value the variable has. It has possibly gone wrong because you are loading a save game after you click the button it's a little strange the logic.

  • OK here

  • In every X seconds where you write a number instead write the name of the variable. You didn't use a global so it will be dragon.seconds

  • Well you are loading a game after setting the variable so that can't be good. Also the event for the shooting should be every <seconds variable> seconds, use the variable and it is one event. The reason it's not shooting is because you're loading a game where the variable is set to 0 most probably. Or maybe you meant to save the game instead of load it ?

  • The post is kinda vague with no information but you could try adding a 'for each enemy' condition and see if it is handled better.

  • An example won't help here as I already described it and it is a single event. Let's see a screenshot of what you did and what is not working.