lionz's Forum Posts

  • It's common practice to have the instance on the layout at the start and destroy it

  • You never set hit back to 0 on the skeleton so it starts movement from the previous variables. You should set hit back to 0 on the timer end or similar.

  • Yes there is a built in Fade behaviour, you can add this to the object. And change logic to on object clicked > start fade. This is the easiest way, or you can mess about with opacity of the object and reduce it from 100 to 0 over time.

  • No problem ^^

  • Yes, add action, select the object and Set visible, select invisible.

  • Object on clicked > set invisible !

  • You need to put the images into one animation as separate frames. Currently you have each one as a different animation.

  • By default the bullet just moves at an angle. Do you have bounce off solids enabled? You can disable that and then just detect a collision without it pushing the enemies.

  • So the stun is something you've implemented yourself with a wait? Because a bullet doesn't collide in the way you're describing, it would just pass through the enemies.

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  • Actually, I can't find anything that's wrong, it all seems to be working correctly. If Construct is doing something like inconsistently copying some properties but not others, please file a bug following all the guidelines.

    The issue is that if you edit the very first instance and then delete it, then all future instances use these values. The user is left wondering why it is creating new instances with these random values seemingly 'saved', the preference would be always default in their mind. Also any new instances you create and delete, their values never override this initial deleted instance it is referencing. Sure I can file a bug for what I think is happening.

  • Well I did some investigation because I'm a QA and couldn't help myself. This is the inconsistency :

    - Create an object

    - Add a behaviour

    - Edit the behaviour

    - Delete the instance

    Now when you add any instance it has the edited behaviour stats from earlier as the default. This occurs if you create a new object, then edit the stats and delete that initial instance.

    Ashley bug or as designed? thanks

  • In general the logic is that it uses the instance with the lowest IID unique identifier as the basis for all future instances. If none exist then it puts in default values to the first instance created. However you've come across a scenario where it does store settings from a previously deleted instance which might be a bug, it's happened to me before and I'm not sure how it happened but don't take this as the norm, the expectation is that it creates the first instance with default values and you should be keeping one instance of the object around in the layout to 'store' the altered settings.

  • You could put a Browser action 'Log' inside each group to output something to console only if the group is active.

  • The instance variables you are using on the family could simply be used on the player object. For now you won't see a problem because you have one object in the family, making it redundant. Imagine you had 2 objects in the family, you would have to pick the objects separately when referring to their behaviour while the family would be used for instance variables, it doesn't make much sense and makes picking more difficult. Your question only really applies to when families are used properly and in that case the shared behaviours and variables should be used with the family, with a single object it doesn't really matter.

  • The player probably seems to freeze because it plays the animation once and doesn't have anything to go back to. I would consider what i mentioned above and use one object for movement and one for animation, it will be a nightmare trying to track the simulated movement of both. Since you pinned the player object, you should be using that to set the visual animations only and use the pink object for movement, player should not even have an 8 direction behaviour on it to avoid confusion.