lionz's Forum Posts

  • I posted the solution already, what did you try ?

  • When you push a new item the X is array.width-1 so you can use that to assign everything at x,y (array.width-1,y)

  • The problem is it's not clear what you're asking. what does this mean? "How can I make this event only play once? (Set Y, and then leave the player on its own again ¿?)"

  • The layer is more of a global thing. When you restart it sets objects back to their initial states, and I think groups in events.

  • Because the walk animation and the fire animation are true at the same time then both animations are trying to play. So you must block out one of them with a condition.

    So on the walk events you must add a condition like 'is not firing'. In the case of your game this could be one of the variables since you use them for firing. You could possibly also use 'rifle shoot animation is not playing' as a condition, it depends on the logic you set up.

    The key is to not allow the events to be true at the same time. If you are firing then the walking animation should not play, hence the walking animation event should be 'play walking animation when pressing WASD if you are not currently firing'.

  • I can see you mentioned Mario & Luigi in the title. Again we'll need to know what mechanic you're referring to. This looks like an RPG but you are talking about platformer mechanics, where?

  • The events for the walking animation are key here but I don't see them. In general though you need a condition on the walking event 'is not firing' or something similar. Also can you add the trigger once to the top level that's the standard, and also 'on animation finished' is a trigger event which only ever triggers once so no need to add a trigger once after this.

  • You can have instance variables on the enemy and when clicked you change the value of it so you know that is the targeted one, variable could be targeted=yes/no. Then when you perform the attack it is done on the instance where the variable is set.

  • I meant do you have any examples of what you're talking about because it doesn't sound like you're referring to a generic platformer like Mario?

  • Hi do you have any examples?

  • I don't know if that top condition is really going to work but I'd have to test it myself. If you don't have line of sight you can then check if the array contains the value like you did in the second condition, and if it does then delete the cur X.

  • Yes often things that are working and look good in events for one instance go wrong when you introduce multiple instances to pick from randomly. Events should work in a certain way to avoid bugs. Yes if you set it to angle 90 it will face down and so will the LOS.

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  • The issue is not necessarily the cone, when people start to pick with multiple instances it can cause issues unless the events are tight. The cone of view points in the direction that the object is facing, it doesn't default to anything but an object may default to angle 0.

  • If you could rephrase the question so it's more like a human asked it that would be useful. Help us to help you.

  • What action?