lionz's Forum Posts

  • Yes on timer complete you play at object, it will pick the correct instance.

  • You could give them timers and on timer completed play the sound, and you could adjust the times so they are not doing it at the exact same time.

  • There shouldn't really be a problem with playing it so maybe it is a bug or a problem on your end. You could try reporting it as a bug.

  • I would do this with 2 variables to detect 'under water' and 'fish'.

    When you collide with the water surface, set 'under water' to true and of course when you exit / not overlapping water set it to false.

    If under water and not fish (and timer is not running) : start timer

    On timer : destroy

    If 'fish' : stop timer

  • That's not picking correctly, better to use 'on family created' : set sine enabled

  • It's about picking in Construct, as long as you have picked the instance of Family you want then it will use that one for the actions. UID is one of the ways to pick a specific instance if you have it, can also do with 'on created' 'on clicked' etc

  • The sound effect is long and harsh with an echo so if you play it lots of times overlapping it's going to sound like that.

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  • Compared to C2 it is like a dream. Very easy setup now with C3

  • Get rid of the variables, do you need them? Add the animation to the key press event.

  • Pick nearest and grab UID, then do for each instance, where instance does not = UID.

  • This looks fine? You can't use one family because of picking issues. If this works then I say fine.

  • Wherever the action is for changing the variable you add the action for the flash

  • It's because your idle animation is overriding it, you already have conditions for idle which are when A is not down and when D is not down, you need one for when M is not down.

  • I think the actions shown there would still work but the events below wouldn't be able to pick the sprite because of an availability thing. I'm guessing those 3 actions work and it breaks with the event conditions loopindex=0 and below?

  • Without looking at the file and since you asked I am going to guess yes that is the reason. You should add conditions to make sure more than one animation isn't true at the same time, for example play run animation when not dodging.