lionz's Forum Posts

  • Is the text object big enough to show more than 2 lines? It's not totally conclusive. Let's see the events you used.

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  • I don't know how you've managed to do that as usually the limitation is the opposite, that it will click through all collision that is overlapping.

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  • The issue is - because you have 2 player anims overlapping each other in level 2 it spawns 2 collision objects so 7+7 damage. You have player set to global so it continues through to the next level, this means you don't need to put a player at the start of the second level.

  • It's because you're picking a block then creating a new one so the conditions don't really relate. I don't know how your game works but if you can keep creating the same block but it should only subtract from the variable once then the simplest way is to subtract immediately when you tap a block and also set the variable on it so that when you create future ones the variable wouldn't be adjusted. If it must be on a drop then you're going to have to do something more complicated, setting a variable on the initial tapped block and then applying that to the one that is created so on drop you can check it.

  • Yep variable should work, I don't see one? You can even do it with one event, the Blocks family and a family instance variable.

  • There are game demo / projects with Construct 3 and one of them is called Endless Runner, check it out.

  • Your file isn't importing correctly from C2, not sure what's up with it. You had the right idea with the variable, I would go with this. You would add a condition to the subtract 1 event for variable not true, and then when a block is drag dropped you set the variable to true on the block.

  • Because you used a tiled background they are not good for this as they don't have collision, use a sprite for the platform.

  • The events look ok... if you could share the project file then maybe it can be debugged

  • It is identical to the animals one pretty much, you have cells for each level that are set to 0 or 1 depending on if they are unlocked. The variable on padlock object is used to check whether its own value is a 0 or a 1 at a position in the array. curLocation is used to unlock the next level when you finish the current level and return to level select.

  • When you use the events above it is already picking the enemy to place the crosshair so that should work automatically with an action. Turning the player is setting the character to mirrored or not mirrored depending on left or right button press.

  • Can we see a screenshot of your movement animation events?

  • Add a trigger once to the event. Also you may have other animations that overrule the death animation, this is a common issue people come across, usually something like an idle animation is trying to play at the same time. You should make sure other animations cannot be true, such as adding a condition to an idle animation event 'death animation is not playing' or something similar.

  • If you use the expression distance(enemy.x,enemy.y,wall.x,wall.y) this will give the value of the distance between the two and I guess the size value for the laser.