lionz's Forum Posts

  • Layout view doesn't have the same rules when you're adding container objects and sometimes doesn't treat a container as such. I found it is better to create them during runtime. These bugs about moving parts of a container are kind of trivial because the point of a container is to pick everything together in one event, so on your event sheet you would set the layer of one of the objects and all other objects would follow, no real need to start doing all this in the layout view.

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  • The main issue I see now it is because on the vectorX actions you've used self.x needs to be self.platform.vectorx.

    Probably you will have an issue if you add more than one enemy, this is the picking I mentioned earlier. I would just use the collision box X and not the enemy as I've edited it here.

    dropbox.com/s/nhuxbhvvvnudbmm/castle_raider%20%281%29.c3p

  • Yeah I can see that, the problem is that the box doesn't relate to the enemy. You can use the box instead of the enemy though (probably). Or a container. Share the c3p I will edit it.

  • You can use the green object X instead of the enemy x, will that work in your game? Not comparing vector X, compare X the position it's a different condition.

  • Since it's already picked, can you use the green objects X instead to compare?

  • In the sub event with system conditions try replacing them with the enemy object condition pick compare X against the player collision box and see what happens.

    The problem is even if that fixes it, you will come across a bug when you add more than one enemy. If the green object is in a 'container' with an enemy then it could relate well. The problem you have is green object colliding with player doesn't relate to any enemy.

  • I mean literally in the layout are there any more instances of enemy on the outside that you can't see? Is there only one instance of enemy?

  • Is there more than one enemy in the level? Those events don't pick an enemy.

  • It's a condition like 'is visible' but you need to remove the every tick and trigger once to use it.

  • It looks reasonable. Did you not try that before posting?

  • You can move objects to the front of layer with an action, you can do this every tick and the list of actions from top to bottom means the ones at the bottom are more towards the front. Or you can move it to front of layer when you create it.

  • If it's predetermined you can duplicate the create object action. If not you can use a for loop 1 to x where x is a local variable set to 1-5. LV or GV no not really I guess.

  • Are you trying to add a condition and not an action?

  • Did you add a trigger once? That might affect it. Try using 'on created' condition then create a skull in that way. If that doesn't help then please share the events.

  • Not sure how else to respond except say yes it's still there