lionz's Forum Posts

  • 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.

  • I thought you said you had done it but you couldn't put all objects into one family?

  • They should all be sprites and you can put them in one family

  • There's a system condition pick nearest instance, so you can pick all instances that are overlapping the hitbox which is what you currently have, then you can limit further in a sub event with pick nearest to player.

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  • It should hit one enemy, which enemy? It depends on that really.

  • You can move the bullet behaviour to the Family object level. You will need to if you want to run actions for the Family.

  • Ok to rephrase, remove the Wait and destroy, create another event 'on animation explosion finished' > destroy

  • Change your event to 'on explosion animation finished' > destroy

  • As mentioned above the container won't work, the easy solution you're looking for is to make it one object. The behaviours can go on the Family object.

  • There is a fairly new feature called Hierarchy but I don't see it in use in your project. I've not used it myself and not sure if it's required here. As far as I can tell it's more for animations in a scene. I would create one Family for 'Enemy' and add all behaviours, anything else is overcomplicating it.

  • Wait I just noticed you are picking Enemies then trying to play an animation on a different object EnemyAnimations, that isn't going to work as they don't relate to each other, and putting them in a container isn't going to work as you are using families. You should use one Family object for Enemies.

  • Get rid of the trigger once, also the Else. Use an event 'move to is not moving' for the Idle animation. Can't see the original file but if you had a problem with picking, adding a trigger once was not the fix.

  • On item get - get item, isn't that a weird loop? I dunno if that has a strange outcome

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