lionz's Forum Posts

  • Set the timer to random(1,20) as Once, then have On timer finished, set timer to random(1,20) Once

  • Not that I know of

  • On the left there under your avatar it says 6 topics click that

  • Not sure exactly what you meant by the ordered repeat but there is a for each(ordered) loop you can specify and pick the 3 highest/lowest and then yes move their UIDs somewhere like push the first 3 into an array, that seems like the best option.

  • Possibly using a 'container' may help. If you put multiple objects into a container, you can create the player and then the other objects will be created with it and they also relate to that player when you pick them.

  • Under the movement logic you need to add conditions to the key presses for the global variable, this will stop the ability to move when that variable is false. In the same way that you added it to the Z key press, you need it on the movement key presses.

  • I guess there are a few ways to do this. My approach would be to give all switches a bool variable, lets say its set to false as default. Then have logic 'for each switch if player is overlapping switch, set variable to true, else set false'. Then to determine all are overlapped, pick switch where switch.bool=false, if switch.pickedcount = 0 then all are pressed.

  • Click on the sprite and open the image editor, add an animation for walk and the relevant frames you can import from a sprite strip. Then on the event sheet the logic is something like 'key is down' : play "walk" animation.

  • None of the events shown are loops? Correct the wait should not affect the other event so there must be another problem. Looks like that fade event could do with a trigger once, it might have an effect.

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  • Timescale is only really used for a pause screen where you press a key to action it. A timer won't work. Because what you're describing has no user input but is based on picking up an item better you block out all key presses for the player and then stop all animations if required.

  • There are a few things you need to do. Add trigger once to the health less or equal to 0 condition. Bring the on death animation finished condition out into its own event. There is a conflict with idle animation and death, it can't play them both, so you need to add conditions to the idle animation if health is not less than equal 0 then play it or you won't see the death animation. Also because Fred is global he keeps the same health so you have to set it back to the default when you restart or you are stuck in a restart loop of 0 health.

  • You can put the health bar + enemy objects into a 'container'. Then they are related, if you create an enemy it creates the health bar and you pick together.

  • If I understand you correctly you can do a check if goomba.count = 1 so that means 1 exists in the layout. The event could be if goomba.count = 0, then spawn goomba.

  • You'll have to explain what you want to happen? The events are different to what you shared before and you have it set to call the function in any of the directions.

  • There will be a reason for it, if you can share the file it will be easy to work out what has gone wrong.