lionz's Forum Posts

  • Exciting, I love Construct games on Steam. Good luck with it!

  • Hey, need more information about what you are doing. Which logic are you using to play the sound in the first place?

  • You can use overlap check if that is relevant so 'is not overlapping' then stop music. Or you can do on button press stop music. Depends how the game works

  • It's asking you to repack the game as a bundle using android studio, but you can publish, it's just a recommendation.

  • You can but to be safe it's better to use a variable inside the function because global variables can change and might alter while the function is running or something like this. You can try it for now but you may come across some bugs in a bigger game.

    If the global variable didn't change when you tested it then you must not be calling the function or something else is changing the global variable so it looks like it is unchanged (already the kind of bug I was referring to).

  • lol Salman_Shh just make a full game already and take my monies.

  • The method MoveToObject("object") is just a shortcut to MoveTo(object.X, object.Y). They'll behave exactly the same way. That's what dop2000 meant.

    Cheers!

    Okay they meant move to position. That's only as redundant as 'set position' is to 'set position to object', but both have their uses!

  • To me "Move to object" seems redundant, because it's the same as move to (object.x, object.y). I just think that it would probably be more useful if it could automatically follow the object.

    This is not a suggestion, just a thought. I can definitely live with how it works now, and use "move to object" on every tick if needed.

    When you say it's the same as move to(objectx,objecty), what is that?

  • Since you are not actually destroying I guess you can't use box on destroyed which would be useful here. Instead you can add 'for each box' to the hp less than 0 condition, so it will play sound for each box.

  • Yes tile movement is powerful. I love that behaviour been using it myself for a game.

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  • The above makes sense, you didn't show us where you set the animation. If it's not that then share the file!

  • The logic looks okay so it's only guess work without the file. Two things spring to mind. Are you spawning the boss object at the time you set that animation because the fade will start automatically on object creation unless disabled. Another cause might be the picking and you are referencing another boss object that exists and is playing the death animation.

  • There are actions to allow you to load all the objects for the game layout while in a different layout, but the question is why are you going from the game layout to an empty layout and back to the game layout? Can't you just use a layer to show whatever it is you are showing, I guess a loading screen? Sounds like you are just creating your own problems..

  • Hard to make it messy with only 2 events, I was expecting something crazy :D

    Anyway I would go about this by using Tile Movement behaviour because I've been using it recently and it's really cool. Your object would be invisible and you can use the behaviour to check if you can move to an adjacent tile. There is a condition 'can move to tile', the ones you cannot move to would be solid and the ones you can move to would be the current gridposition.x,gridposition.y with +/- 1 depending on the direction.

    You then move the invisible object (simulate control in a direction) to the next tile and mark it with the circle, and the conditions are then based on the new tile. Also a bonus for this is it works very well if you decide you want to make it a moveable character like in the video rather than clicking, so you could give control to the invisible object/player to move to only adjacent squares like in that puzzle.

  • Ah ok I imagined your game wrong, to spawn the stuff you just use every X seconds and not use the directional conditions. I realise it's firing the stuff down the screen now. You spawn the objects and set angle of motion to 90 that's about it.