lionz's Forum Posts

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  • The important bit of info is missing, what you are testing it on. Does 'mouse on clicked' work on mobile? Probably not

  • Yep it fires both ways. At first it didn't then I saw you have to press shift and it works for either direction.

  • There are no parameters of the preview to exceed, I'm not sure what that means. The logic is a little wild but if you are new to Construct then sure it's to be expected. It fires a bullet to the left and it fires a bullet to the right.

  • What specifically is the problem? When I try it, you can shoot diagonally up both directions.

  • Set an instance variable on the object to the IID then pick object compare instance variable object.var

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  • When you say running with minus, do you mean the character is still moving instead of stopping? Or do you mean it did not reset the layout?

  • You need to disable platform behaviour on the player.

  • If you copy the is moving event then 'right-click > invert' it changes it to 'is not moving' and you can use that to set idle animation.

  • Have a look at Pathfinding behaviour

  • I've not played the game you mentioned but a to do list sounds good, you give the player little quests and by doing them they learn about the game. The only other way I can think of is to guide them to do things through level progression and disguise the fact that it is a tutorial, but again this is the same thing of giving them something to do to get used to the game. It's just about intuitive design right and they learn by doing without it seeming forced.

  • Well there's not enough info there but it is easy to have problems with picking when you introduce multiple instances.

  • I don't think so, I was using browser log to check. You have a lot of events running every tick though so CPU usage looks fairly high. I think because you have all the events sheets linked it is probably running most events in your game all the time. FYI, no condition is the same as using 'every tick'.

  • Not quite what I described but almost there. You should only have one set bullet angle action, on spawning the bullet with the mouse click event. Delete the rest of them!

  • Yeah the batch waiting for signals every time you receive a signal it runs the next bit 'every tick'. Adding a trigger once fixes it but it doesn't return to phase 1 start. In my opinion better to give up on that structure of wait for signal, go to the actual attacks on animation finished and set the next animation in the sequence there for a better structure.