lionz's Forum Posts

  • Use a new object

  • right-click on object > clone object type

  • Do you mean it should play only one sound in total for all instances? I am guessing so from what I'm reading as you describe multiple instances of the sound as incorrect. If that's not what you meant, then what you are hearing is correct, it's trigger once for 'each instance'. To do one sound triggered for all instances you could try starting a very short timer and then add a condition to play the sound only if the timer is not running. I am not 100% sure if it'll work since collisions are detected in the same tick and they may all be before the timer begins in the same tick.

  • Looks correct

  • On the event where you reduce the variable every 30 seconds you can add a condition there that variable must be greater or equal to 0.

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  • It doesn't do that with the file you sent, even though you are picking word and destroying enemy it still picks correctly as they are in a container, I don't see that bug (but really you should destroy word not enemy).

  • Use a global variable and change it to every 'variable' seconds. The variable initially is 3. Then with a separate variable that counts down or with a timer, after 30 seconds subtract 1 from the variable then that event would be every 2 seconds etc.

  • I figured it out for you, because of the format in words.txt and using tokenat with ; divider the words are actually including the spaces on each line after the word so the set word is something like "word---------" where the dashes are tons of blank spaces. The words.txt format should be something like "word1;word2;word3;" to use that tokenat expression correctly.

  • If that is the system you're going for then generally the character animations would suit all weapons so you only have to use one animation and then you can replace the gun sprite which is placed on top.

  • Use Pick Top/Bottom condition on the sprite object

  • Wait doesn't stop loops. To achieve what you want here try every 0.1 seconds.

  • Great :)

  • Whenever the player watches a video, so 'on video completed' etc you could increase a variable by 1. Then the variable matches the level to unlock, if 1 unlock level 1, if 2 unlock level 2 etc

  • If you think it acts differently to C2 then post a feature request

  • The expression is object.moveto.movingangle. If you have 'set angle' set then the object's angle is also the same value.