lionz's Forum Posts

  • Likely nothing to do with that event. You probably have another event somewhere that tells the enemy to set animation to idle and that's interfering with run.

  • Should I disable these until they come into view? That depends on the game design but generally if they are not needed then they don't need to exist there, you can create them when they are needed.

    And if so, how would I do this? There is a condition on the enemy object 'is outside layout' you can use this to pick the ones outside of the layout and disable them.

  • I'm not sure what the attempted shortform is but I would do it with a second event and condition, if bag clicked and bag.animationframe=bag.animationframecount-1 set frame to 0.

  • There is an option in animation editor for Loop, set it to Yes.

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  • Good job :)

  • Oh right this is different to what I imagined. So it looks like a bug, you have 'any key pressed' go to start screen so any key press will skip everything and go to other layout. You need to get rid of that and have it go to the start screen when the animation has finished on the event above. Or if you do want it on a key press, youll have to disable that event with a condition and have it true after a certain amount of time.

  • What logic are you using to pick up the objects? If you're using drag/drop behaviour then this shouldn't be a problem as it will pick one at a time, but maybe you're not using that. Anyway since you're having a problem with it, look into Pick top/bottom condition on the object, you can pick the top object each time so one at a time.

    Edit: I just realised that your problem is you want to pick up one 'type' of object at a time. You can still pick types by giving red/blue instance variables type=red and type=blue to distinguish between them. Then you would pick up all with type=red or whatever fits the game.

  • Disabling the controls will only disable the movement but it won't stop your animation events which are probably on key pressed - play animation. Add a condition to your play animation for WASD events, to play only if hp > 0.

  • Whatever the solid is that the bullet is colliding with, you can use the spawn action for that solid to spawn the platforms on the solid, or at an imagepoint/particular location on that solid. If it's 5px away then move an imagepoint 5px away and spawn them there.

  • Set default controls to No to limit all the movements. Then create an event on jump button pressed, platform simulate control jump.

  • For health bars you can put it in a container with the enemy. It gets rid of the create health bar logic, instead it will be automatically created although you will still need to set position, and when you destroy the enemy on hp 0, health bar will go with it automatically as well.

  • Good luck with the game development :)

  • Move the 'does not have line of sight' event out of the sub event of the 'has line of sight' event, it should be its own event. Line of sight and no line of sight cannot be true at the same time.

  • The actions you are running for on text changed event, add them to the set text event.

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