lionz's Forum Posts

  • You can double click on the particle object to open the image editor like you do with a sprite. You can then open/import any image and use that.

  • Possible you have the events on an event sheet that is not assigned to the layout.

  • Have you disabled 8-direction behaviour? I can't see why you would need that move forward event.

  • Layers and Z order are kind of irrelevant here. If you have a solid object in the level and you push into it with an 8-direction object, then they should collide. If they do not collide then you must've tweaked something with one of the objects.

  • If an object has 8-direction it should collide with a solid object, you shouldn't need to set an event to make it stop so something has gone wrong there.

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  • Yes you can choose not to display values that are 0 but these are all just minor tweaks, no need to continue this thread really I would go on and test it out and come back if you require any major assistance.

  • It makes some sense if it says +0, +0, +3, -1 in my opinion but you can choose to display whatever you want. Yes you can assign it to an instance variable on the weapon when it is created if you want.

  • There are different ways to do it. You could have the weapon choose(1,2,3), if 1 is chosen then it is a +strength item, if it is a +strength item then you pick a random value for the strength variable of the weapon i.e. strength=random(1,5), then if 3 is chosen its strength is 3, hence a +3 strength item. Then when the player equips this weapon, wherever the equip logic is, you add weapon.strength to player.strength so it'll be player.strength+3. You could actually put logic in to cover all values for all weapons at this point, since dex and vit will be +0.

    So on any equip weapon:

    player.str = player.str+weapon.str = player.str+3

    player.vit = player.vit+weapon.vit = player.vit+0

    player.dex = player.dex+weapon.dex = player.dex+0

    You can advance this further later on by choosing multiple initial numbers and assigning negative values so you can gain strength and lose vitality on weapon equip.

  • I guess you could do :

    On item created choose (1,2,3)

    if 1, s=true, v=true, d=false

    if 2, s=true, v=false, d=true

    if 3, s=true, v=false, d=false

    The true or false doesn't really relate to anything though unless you have some other logic setup. Rather than use bools you can have s=random value i guess.

  • Do you mean give a random value to strength, dexterity and vitality? Or do you mean choose either s, d or v to increase?

  • In Construct itself before you export the game. The main Properties bar usually on the left unless you moved it.

  • Hi, there is an option on the Properties bar called 'First layout'. You can set your initial layout there.

  • The logic is flawed somewhere around the enemy hp less than or equal to 0, that is likely where the bug is happening. If you kill two at the same time because it's a trigger once event it will probably only add 1 when 2 die. I would change those hp events to 'on enemy destroyed', it'll work a lot more efficiently for you. You could even put all enemy types into a family called 'enemies' and say on family 'enemies' destroyed then you only need one event. There will always be a reason for unexpected values, wouldn't make a habit out of adjusting for bugs like you mentioned with the -1 starting value, can only lead to more issues for you as you get further on with the game.

  • So you have your exporter then.

  • That is how system save/load is supposed to work, it save the state of the game at that point and loads it exactly as it was. Yes the audio can be fixed and no it won't have any negative impact.