lionz's Forum Posts

  • Are you saying it needs to pick 2 tiers of position, first which 3x3 grid then the block within it? That's not totally clear. Anyway, you would set a variable to floor(random(9)), which picks a random whole number from 0 - 8. Then you would spawn the player on the block where gridblock number = var. If you are choosing a 3x3 grid from the entire map before this then you would give each of the gridblock two variables, a main one where it decides which 3x3 block to go to initially and then use the floor random to pick 0-8 for individual block inside the grid. Something like grid 1, block 8 etc.

  • Tidied up the general pathing logic : https://www.dropbox.com/s/jfmjzjzj2jq7c ... .capx?dl=0

  • Yeah you're not 'picking' the text correctly so it's assigning it to all. You can resolve this easily by putting the sprite and text object in a 'container'. Whenever the sprite is created, it creates the text box with it, and the events should link the sprite to its own text object.

  • So what you're saying is you copied the events in that video but it's not working? Share a screenshot of all of the relevant events, or the capx file itself.

  • Yeah that sounds fine, I can't see your game so was just giving a general solution. It's up to you to decide when you want to toggle that variable and when it hits the barrier seems correct.

  • Yeah try something like if enemy has line of sight of player, system evaluate if player.x > enemy.x set mirrored else set not mirrored (depends which way default anim is)

  • Sprite > set angle toward position > player.x, player.y. if it's a top down game. Or if it's a side scroller you can set the sprite to be mirrored or not mirrored depending on if the player X is greater or less than the enemy, that would be for simply looking left or right.

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  • Give the bullet an instance variable, set to false. When you fire it, set the instance variable to true. On the collision event have a condition for if instance variable is true then take the damage. Basically you are checking that the bullet is in its rebound state when it hits the player.

  • You can't display anything above (in terms of layers) the form control objects such as button, slider bar etc.

  • Yeah the hitbox is irrelevant, it's the 'cell border' that has an effect. Take a look here: https://www.scirra.com/manual/154/pathfinding

  • Delete the unused frames before the one you are setting as initial?

  • Yeah no other choice. Why do you have animations that start on obscure frames? Usually an animation is a full set of frames from 0 to x where they are all required...

  • "why this in object properties choose frame only for the "default" animation and no for others object animations? no way doing this whit action event?

    Did you try it? It applies to all animations.

  • Nope, you set the type to string with another field.

  • Where you've set the global variable, take "playerA" out of the quotation marks.