lionz's Forum Posts

  • Oh right it's because you're using glove button object ? The gloves is what matters for the animation right haha. I don't use construct 2 anymore but you can open this in the free version of construct 3 to have a look.

    dropbox.com/s/pri091qpnilncxb/gloves.c3p

  • The bottom bit looks ok. The top line should be as I wrote it,

    sprite.animationframe = sprite.animationframecount-1. They are the two values. The action on the right of this which is currently empty should be set animation frame to 0

  • Instead of a global variable you need to use something called an instance variable on the skeleton object itself. This allows each skeleton to have their own health you can subtract, and then when skeleton.health is 0 only that one skeleton will be destroyed.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • In one event : on any click,

    system compare 2 values, if sprite.animationframe = sprite.animationframecount-1 : set animationframe 0

    else set animationframe to sprite.animationframe+1

  • Difficult to tell if families are useful because I don't know how the game works. If they are separate objects then you can create by name and there is no use for families.

  • You answered your own question though, you know the co-ordinates are correct and it's just a visual thing because you scaled the layer, so what are you asking?

  • There's too much going on here and you cut off the top part of that important event in the screenshot. The first problem is that even though you run the function for each enemy, inside the function it doesn't automatically relate to that enemy, you need to pick it again inside the function by passing through a parameter. In the top event there are too many conditions really and is it running every tick? I cannot tell as you chopped off the top part of that event.

    Before you repeat you need to make sure it's running correctly one time for an enemy which it probably is not doing unless you have just one enemy in the level. What you could do is move everything inside the function, decrease the variable inside there. Run the function and send the enemy's UID through as a parameter, then inside the function pick the enemy from UID, and use a condition movement variable > 0 and loop through the movements.

  • Just duplicate the events and replace object with the other array, or use a new row/column of the same array

  • Have another global variable for current stage that is set when you go into it. When you return to level select, use a condition to pick the sprite based on current stage (it should match) and use that to set the sprite object's other variables.

  • Umm looks like you're using the object? Try system on both...

  • The whole post is really confusing. You said your phone was fine but the first screenshot is your phone, so you posted a screenshot of it looking fine? But it looks different to the second screenshot? What do you mean? So far it looks like it is only broken on your phone even though in the original post you said it is working perfectly on your phone. If you're using your phone for testing the APK and installing updates from the store maybe there are caching issues.

  • Well almost, there isn't supposed to be two different variables because you're setting it then comparing it. You've used two different variables but it should be one.

  • is that a tablet?

  • Open the Demonoire project that comes with Construct and take a look at the walking skeleton or slime logic for movement, that will be useful.

  • Hiya, this is as simple as using the order of actions to pick the instance, so this :

    gun spawn bullet on image point 1

    bullet set angle of motion -45

    gun spawn bullet on image point 2

    bullet set angle of motion 45

    The spawn action allows you to specify image point.

    The set angle picks the instance that was just created.