lionz's Forum Posts

  • Yes they should be the same size

  • Great :)

  • For basics you can try the system condition 'Pick a random instance' which will pick one of the 3 sprites, then when you use the action to destroy, it should destroy that random sprite.

  • To ensure it's always working for multiple enemies I use functions. You can pass the UID of the enemy or slime through a function and then using a condition that picks by UID parameter you can apply the actions to that specific instance of enemy or slime. So I would move all spawn actions into a function and test it out, and yes remove the trigger once.

    And lastly, how to make it so the damage is not area of effect? What do you mean?

  • It's in ePlayer the Player Hurt function at line 38 and specifically the vector actions from platform behaviour, vector X pushes the player in a certain direction and vector Y is the jump.

  • It's difficult to describe when you would need it but in general it's better to not use it and pick instances based on your own conditions such as here with the matching IDs. When you get more knowledgeable with Construct you start to see how to use for each to run events once for each instance.

  • From that logic I'm not sure how you would show the advert unless you have other events not shown here. You ask on start of layout if it's loaded which it will never be because you didn't create it yet, else create it but not show it.

  • You're overthinking it a little bit, you would just match the ladder ID to the currently growing vine right? So your last event should look like this. Stay away from using 'for each' as well when picking things here since you are only ever trying to enable one object.

    dropbox.com/s/4z94bzgqhv135gu/vine1.jpg

  • You've gone with a method of making objects invisible and combined with touch when you can still touch the invisible objects that are above. The better way to do this would've been to have 6 sprites with instance variable 0 - 5, then when you press next add 6 to each objects instance variable.

  • Actually that still picks the top instance which is the wrong instance. I dunno, it was a silly way to do this kind of UI lol.

  • When you add platform behaviour 'default controls' is ticked, untick this and you can simulate whatever you want with events.

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  • Ah I see the problem now, your system conditions on the level sprite object in the groups don't pick the proper instance, you need to use the object compare instance variable condition greater than equal 6, less than equal 11 and compare frame on the object too, don't use system conditions.

  • It's because you're still touching the sprite that is level=0 even though it's invisible, the sprite that is level=6 is behind it

  • All I'm seeing is a level with a padlock on it, I'm guessing that's why you can't touch it because it's locked

  • For this it might be better to use pathfinding and they find a path to an object location.