lionz's Forum Posts

  • Ashley ah, cheers ^^

  • As a QA tester it annoys me when I go to this page haha.

    Click on Unanswered Topics, the main header is misspelt.

  • The manual informs you of how to pick a tile by ID, and also how to convert the tile to co-ordinates in the layout. construct.net/en/make-games/manuals/construct-3/plugin-reference/tilemap

  • The first action sets a variable called Dist to the distance between meleeninja and hero objects.

    The second action sets the animation to an instance variable on meleeninja to minimize code, i.e. when meleeninja is idle its state will be idle and play the animation "idle". The animations will be named the same as the possible states.

  • You can set the state for the green ball as you have done and also set the state for the red ball to show that it is in use, here fixed : dropbox.com/s/vs9e45pjj8v72d1/Ball%20Shooter.c3p

  • Have 2 global variables, your normal Score and the counter for lives, we can call Score2.

    As you gain points, add to Score and Score2 at the same time.

    If Score2 = 80,000, add 1 to Lives, set Score2 to 0.

  • Did you try fencing off the island with invisible solid sprites so they can't find a path off the island? If your sea is covering the entire level in the background then setting that to an obstacle won't work. I made a theme park game where the people had to find a path on pavement but not on grass, the grass was set to solid. You can set the sea to solid if you tile or fence it around the island but not if it is underneath them.

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    Did you agree to pay someone for a trailer but didn't pay them? Not seen drama like this before on the forums.

  • I can't work out what your game is meant to do but try using instance variables on sprites. If you need some more help then you'll have to draw it out, I don't know what you are trying to describe.

  • I've been exporting for cordova this week and it seems fine to me.

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  • Are you familiar with global layers? The issue is that you have several quit buttons on screen and some are invisible or hidden below. The cause is because you are using global layers incorrectly.

    When you use a global layer you can leave the UI in one layout and it follows through to the other layouts, if you create the objects in every layout then it will duplicate them. The idea of it being global is so you can easily make the HUD once in the first layout and it follows through. You do not need to make a volume / quit button in each layout. If you run in debug mode you can see the several instances of buttons that exist.

    Also the reason they are hidden is because you have different hierarchy and number of layers per layout. If you are using global layers you should be using the same number of layers so that the global one has the same ID/number and name. i.e. Mobile UI layer could be 5 in each layout and should alter its position

    So 2 things to fix :

    - remove any objects that appear in a global HUD layer from all the layouts except the first one they appear

    - make sure you use the same number of layers in each layout and they are named the same and in the same order

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  • Yeah like that latest example above, you can use instance variable on the spaceship to pick the weapon.

    If var=1, shoot minigun projectile, set firerate to 0.25

    If var=2, shoot missile projectile, set firerate to 2

    Then you set the variables at the point in the game where it needs to be decided which guns they are using, or you can alternate during the gameplay.

  • Sorry to jump in on this but I feel like you could've avoided using multiple turret behaviours on one object, which is confusing. You can instead use the turret behaviour, and based on an instance variable on the spaceship, determine the rate of fire and whether its firing a minigun projectile or a missile projectile.