lionz's Forum Posts

  • Depends if you managed to run the dialogue in an efficient way from the array but if you are running through it in one event using loopindex then you could put the name of the animation used in an adjacent column and as you play the dialogue you can set the animation to the array.at() which would be one event.

  • You can have conflicting conditions that happen at the same time and try to play more than one animation, it is a common problem. You have to add extra conditions to make sure it can't happen, such as adding to your movement controls 'is not jumping' so that it will play the jump animation.

    When you are attacking you can set a variable for attack. Then you add to the movement controls and anywhere else it might conflict, 'is not attacking' so that the attack animation plays when you are attacking and the movement plays when you are not attacking.

  • Do you have another sprite stuck to the player that is a box? Hard to guess without the file, I would share link to the file if you want it resolved :)

  • Is the player using an animation? The custom polygon should be applied to all frames of the animation.

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  • I have to guess but it looks like it is choosing the same spawner when you pick a random instance before it is destroyed. Add logging with the Browser object and record the spawner.UID to see if it is the same one being picked each time when this happens. Also the instance variables on the Dummy object could just be global variables from what I can tell.

  • Try it and see if it helps

  • It's the same although you could say the timer behaviour is more convenient. You can use either one.

  • I will check it out but you were already there pretty much with the logic from your first screenshot it was just about tweaking a few things.

    For Player.Y it is set at array.width-1,1 after the push back player X action

    You need to ensure the array height is at least 2 or the column doesnt exist for the player Y.

    Run it in debug mode to see what is happening with the values.

    The main reason you should get used to manipulating a single array is because when it comes to importing a data file like the one you have provided it should be imported as is into one array.

  • Set the deceleration to 0. If the speed is not high enough then increase the max speed. If you want to keep charging forward at full speed then set acceleration to 0.

  • When you create the function in C3, you right click on it in the event sheet and choose to add a parameter and you create it there. Then in another part of the event sheet where you call the function it will request a value for the parameter.

  • They're not? You've unticked 'Default Controls' which is what would cause this as this means move with arrow keys.

  • Rather than function.param(0) the parameters now appear in the list and look like variables so you just type the name of the parameter.

  • 1. You use one array with 2 different columns, such as 0,0 and 0,1 then 1,0 and 1,1 where 0 is the X co-ord and 1 is the Y co-ords, you would push back X and then Y you need to set in the same row and for this you need to know the row's X value so use the array's width to work it out maybe array.width-1,1, where the X is set at array.width-1,0 when you push it

    2. You can pop the top row of the array as you push one in

  • Isn't the explosion going to hit both objects anyway? That means the on collision logic would work on both of the instances separately. Not sure what you're trying to do here. If you want to destroy the object being hit by the explosion then it should just be the first line of the event you have there. Surely the object being hit by the explosion is also the one nearest to the explosion so I don't understand the need for the other checks.

  • The problem you have here is the first condition limits the number of picked instances to 1, you cannot then pick multiple instances further down in the event. As mentioned above with the family picking is a good way of distinguishing it from 'itself'.