lionz's Forum Posts

  • Maybe you can say if player is overlapping obstacle and collisions are enabled then set the player position up the screen a bit. I think normally with solid enabled you can't overlap so this condition might work.

  • Yes to everything you said. Only the internal tester group can see it until you publish it live.

  • good luck! :)

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  • If you mean the play button to start the game then nope it's not working

  • Did you use touch because that's for mobile. Try mouse click.

  • On the door object add 2 instance variables for x and y co-ord, then have an event when pressing E and overlapping door : set player position to door.varx, door.vary. In the editor view you'll need to set those variable values on the doors to where you expect the player to move.

  • Make sure the collision box on the player is actually a box. It might be a weird shape picked up from when you imported the animations. Also check the collision box on the object you are colliding with.

  • The option is to set the first layout. From that point you decide which layouts to go to, using events.

  • Hi, where is the event to play the run animation ?

  • You mean set an initial layout? There is an option on the properties to set the first layout.

  • It happens on both platforms it's the same object. I don't know where your collision is coming from for the tilemap but I guess it's wrong.

  • Don't give crates Persist behaviour...

  • I would do it with a global variable, you can set it to 0 or 1 depending on who you are playing as. Then your events for movement and such can have conditions like var=0 and var=1. In a basic sense you could set the variable to 1 when you collide with the water, and back to 0 when you are not overlapping the water.

  • On health 0 : player set position to x,y

  • I tried it, but it still doesn't work. Here's what all my events for the healtbar look like:

    Event: Player: on collision with enemy

    Subevent: Healthbar: Animation frame<4 Action: Healthbar:set animation frame to Healthbar.Animationframe+1 Action: System: subtract 1 from Health

    Event: System: Health = 0 Action: Restart layout.

    I don't know if you'll be able to understand that or not. And the Health thing is my global variable. Thanks.

    Let's say you have 5 frames and 5 health, the basics would be to set animation frame to health, because they are same frame 5 is full health (5) for example.

    If it's more a percentage or other values, you create events to set animation frame based on the amount of health you have. On collision with enemy you can subtract from health, but you don't need to put the animation health bar events also in there, they should be separated out so it's easy to understand, for example if health > 80 then set health bar animation frame to 5.