lionz's Forum Posts

  • It will reload immediately because the set ammo action to 3 is before the waiting time. Also please elaborate what you mean by cooldown is not working properly, I see there are no actions on the second event.

  • Looks like you need to duplicate the first event with is Reload as a condition and don't subtract 1 from ammo. Assuming the 1 second timer is what you're referring to.

  • If you mean, why is it moving to the right, your events say to move to the right if X is greater than player.

  • Calculation for negated health is damage*(armour/100) so for example 200 damage with 20% is 200*(20/100) = 40. That gives you the amount you are protecting with the armour, then you subtract that from original damage amount to get damage done to the player, so the total calculation you need for damage done to the player is

    damage-(damage*(armour/100))

  • You also need to split the events for crouch and crawl, at the moment they are true at the same time so it's trying to play crouch and crawl together. You need to block out the crouch animation from playing, probably by saying player is not moving. You should move it to separate events.

  • When using Sprite object there is an action Set Mirrored

  • In what sense?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Question is do you really need pathfinding in a sidescrolling platformer? You can just move left or right to follow the player with the LOS behaviour detection.

  • Yeah what I assumed, the crawl and walk are true at the same time. You have to use the crawl variable to block out the normal walk, so a condition iscrawl=0.

  • Do your normal walk events have a condition such as cancrawl=0 ?

  • You could use a container to spawn all parts of the tree or you could spawn the tree base and with that object on created spawn the other parts at various image points on the tree base using the spawn action.

  • That won't work because the on drop event already narrows it to one instance of family, you have to find some other way. Using the specific object type on drop to check if it is overlapping family would work, pick by UID condition also wouldn't be necessary.

    So you would split out events into object A on drop, is overlapping family. Object B on drop, is overlapping family etc. Could be a few events with many draggable objects but it seems like the only way.

  • You could have a sprite that is the same distance from the door as the width of the player, they could only touch it if the player fully passed through.

  • Because it's playing backwards you have to put 'repeat to' to the last frame of the sequence instead of 0

  • Oh you mean in the animation editor preview, maybe it doesn't work there.