lionz's Forum Posts

  • Very nice! This is cool. Nice intuitive gameplay, graphics and music. The level design is nice too and actually the ads are not too intrusive. I love these simple puzzle platformers.

  • If that's the case also post a screen of the selected sprite with the variable values showing as unchanged or incorrect.

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  • Logic looks good. How large is the array? Show a screenshot of the array+populated values in debug view.

  • Change the object's angle to 270 for up or 90 for down, then use Move Forward.

  • Ok! Nice looking good :)

  • Haha that link. You'll have to send us your computer so we can look in your C drive.

  • You can add the conditions in an OR block.

  • Poor phrasing, I'm saying the condition does do that. I don't see a problem.

  • The condition is saying, if player is overlapping enemy and if player's X is greater than that enemy's x, i.e. enemy is on the left of the player, then do something. Should only detect the x for comparison of the enemy that is overlapping the player.

  • It does do that, that's why I'm asking for the reasoning that it is not doing that. When you say player overlapping with family, it only picks the one you are overlapping. When you also say in the same condition player x greater than family.x it picks that same instance of family that you are overlapping to do the x comparison.

  • This works, but when there are multiple instances from the same family, construct only takes reference of the x value of the enemy I first put down in the layout (rather than the closest one), so if enemy 2 is like 500 pixels +X (right) of enemy 1, the collision still thinks you get hit from the right, no matter where enemy 2 is, even if he is to the left of the player (-x).

    You reference the enemy overlapping the player so it should only pick that enemy, however your logic then goes on to use global variable and no longer reference any enemies, so I don't know how you would know if it was picking other enemies. How are you recording that information?

  • Argh my eyes

  • if you add a for each instance it picks all instances, that should resolve multiple instances coming at you from either side. the enemy damage being combined into one event I resolved above with families.

  • I think the easiest solution would be that if sprites are overlapping, the touch will touch only the sprite on the top of the layer it's currently on.

    That's the way I thought it worked.

    That's not the way it works but you can add logic to make it work like that, if you group all pickable objects into a family and use 'pick top'.

  • You add a 'for each instance' to resolve that.