lionz's Forum Posts

  • Oh by 2 I thought you meant create your own fade animation using opacity. Don't use an animation.

  • Any number of layouts or event sheets is fine

  • They are both doing the same thing, decreasing opacity of an object.

  • If you want to find a specific object then you should be using the object, not the family. The object will still use the IV. If it's a weapon overlapping an enemy for example I'm not sure why you need the specific object though so family is fine? Sounds like you did some overthinking here, if it's simply weapon overlaps enemy then you do weapon overlaps enemy, set enemy.health minus weapon.damage

  • The 'on update ready' description. I just figured it was the same information as Construct 2 but I guess not! :)

    construct.net/en/make-games/manuals/construct-3/plugin-reference/browser

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  • Note the previous tutorial link is for Construct 2 and is out of date. For Construct 3 see the tutorial Offline games in Construct 3.

    Ah I see. The manual is out of date then, should be updated to link to the Construct 3 one.

  • All the info should be here : construct.net/en/tutorials/offline-games-in-construct-2-74

  • Sure share it on here, or I am on discord ant#4434

  • Without the file it's difficult but because it's -5 I'm going to guess there are many bullets colliding in a short space of time meaning after that wait finished player lives is then less than 0. You could change players = 0 to less than or equal to 0, that might fix it. Or you can add another condition to strength=0 which is playerlives greater than 0. The main problem I guess is that this is all in one event in the first place but it should work.

  • You still haven't said what the problem is, the variables look fine to me from that screenshot. Share the file and explain what the problem is, it can be debugged easily.

  • You didn't give any information about what you're trying to do so I will have to throw some suggestions out there. EnemyA.count is the total number of EnemyA. You can set this to a global variable.

  • As far as I know solid is used for something else to react with it, so the wall would be solid and the block would have some other behaviour that bounces off solid. Or you could add it to events, currently you tell it to push across the screen at its current angle so naturally it will keep going in the same direction unless you change it. You could have logic that is 'block on collision with wall' will set its angle to something else.

  • The spaces on the board should have a variable to mark its position on the board, so 1, 2, 3, 4 in order etc. The player also has a position which is a global var. I see you have the power as gv and also dice roll. So if player position is 1 to start. You do a roll and get 3, the power is 2. The move amount should be diceroll+power each time. To move you set player position to position+(diceroll+power) so now player position would be 1+(3+2)=6, so player position is 6. To then move the player you can have an event that always sets the player location to the tile where player position var = board space var. The only tricky thing is then if it cycles round so when you hit the maximum space on the board, it needs to do a calculation to bring it round to start from 1.

  • Post a screenshot of what you mean by the size does not fit, thanks.

  • Which bit isn't working? You can track the variables in debug view to see what they're doing. The logic looks reasonable. I could see it not working if the starting value is not a multiple of 2 so strength doesn't equal 0 but drops below to negative number maybe. There would also be a delay before you saw any explosion but it should still work.