lionz's Forum Posts

  • Difficult to tell if you're using it correctly, let's see the events

  • If you give the stat object the same behaviour it should move up and down in sync with the card below. There are probably lots of ways to do it. I didn't investigate enough to see exactly what would work. You could also try moving active cards onto their own layer that might give more control.

  • You can make use of conditions on the left 'audio is not playing', or audio is playing inverted (right click to invert). Then the click action does not happen until the previous audio has stopped.

  • The quick fix should be to move the stat objects onto their own layer or ensure they are always at the top of Z by moving to top of layer every tick. The issue is because the sin Z swapping will affect the whole card and anything pinned to it. If you select the stat object after you play the card you'll see its Z index is constantly changing.

  • It's too difficult to get to a point where you can reproduce the bug, better it is set up to show the bug.

  • Because you have no target before you fire the first time so your logic reads 0 = 0 which is true, and because it's running every tick it fires 30 a second

  • Is it random gen or is each level the same? Your approach seems fine. You can use an array with a bunch of random data and make that data mean something in terms of obstacle type or number spawned. Then when you create the level you run through the array.

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  • You would do if player is touching the sprite and X animation is playing.

  • Yes exactly, you do not need to use a for each loop, the event handles itself. On created relates to the one being created at the time so it will work for any new monster.

  • First get rid of the loop, it should be on monster created, create health bar. The on created condition picks the monster that was created. Check if that sorts it..

    Also the set position logic is a bit off because it doesnt pick a monster. You can try linking the bar and monster with unique IDs, or a better way is to use a container. This puts the health bar and monster together in a group so when you create the monster, it creates the health bar (no need for any create logic then) and also when you pick health bar to set position to monster they are then related/linked in the form of a container.

    Also if you pin the bar to the monster on creation then it's easier to control than set position every tick.

    Your final logic using a container would be something like :

    Monster on created : set bar to required monster position, pin bar to monster.

  • It's the animation speed, set it to 0

  • I entered an improvement suggestion so hopefully it can be changed to avoid any more users receiving this error : github.com/Scirra/Construct-bugs/issues/3956

  • If you use object A on collision with object B then it picks only the instance of object A that collided. The action of set angle in the same event then should only apply to that one sprite that collided.

  • It is what they're looking for, set validity to 100