lionz's Forum Posts

  • Well it's kinda easy, try it out :) it should fix the skipping issue

  • It's a little tricky but what I do for this is have the loop inside a function and stop the loop if the matching value is found and then run the function again.

  • I assume you're using the arrow keys which is default controls for platform behaviour. You need to untick default controls on platform behaviour for the enemy. For the player you can keep the arrow keys or make your own key press events.

  • If you need to disable for some reason you can enable later, just remember that the setting is global and they will remain disabled :)

  • It's fine I had a look, it's because you deactivate the group with the controls in it, not sure why you did this.

  • Please share the project so it can be debugged.

  • Add some events for 'on resumed' to restart the audio and test on a local apk, see if it helps.

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  • Nice :)

  • Yes from your events it will do that, but I said to add a condition for coin 'is coin animation playing' separately.

  • So that should add 5 for a coin or 25 if its one of the other items and the outcome is what?

  • Share the screenshot on how you set it up

  • On the 'on collision' events you add a second condition 'item animation is playing' so the first one would be 'is playing animation coin' and the second one 'is playing animation emerald'.

    Also remove the set animation actions from those events, you don't need it and it might interfere.

  • In general yeah the family is good to use, I just meant for the creation of those enemies. Based on the logic such as setting enemy animation based on enemy box variable you could put enemy and enemy box in a container. Using a container here means that the enemy for animations would be created automatically for each enemy box and they are always related to each other.

  • Nice :) Or another option if the enemies already exist in the editor, you can just set it all up in the editor and then pin with events. That depends on the design and if enemies exist before or if there are spawn points.

    You wouldn't use the family, I would think you need to create the specific object, you can use the create by name action.

  • Have an instance variable on the enemy box which is the enemy type. Create an enemy based on the variable on the enemy box and pin it.