lionz's Forum Posts

  • There are several ways it could've been done. It could be press D, simulate D until you hit the first point yes. They could be set out like checkpoints and player stops moving on hitting each one. It could be custom movement, or 8-direction. The player on that screen might not even be player behaviour, could just be a sprite and its using the moveto plugin or just moving across X until it hits a level checkpoint.

  • What specifically do you need assistance with? On the map he's probably moving to a point and then loading a layout, seems fairly simple.

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  • You could just add to a counter when a fire is created and subtract from a counter when the fire is destroyed and when that counter hits 0 you set the boolean to false. You can use different global variables for different fires, so if fire type A occurs add 1 to firetypeA, fire type A destroyed subtract 1 from firetypeA and for fire type B add/subtract 1 to firetypeB etc. Because the variable starts at 0 you could set up a separate variable that triggers, fireStarted when the counter hits 1, so you know to check if a fire has stopped only when it has started, you can then toggle fireStarted off when counter hits 0. That's the way I would do it anyway rather than comparing to see if a particular icon is on screen, variables seem safer.

  • You need to apply the physics behaviour to the ground as well as the objects, set Immovable to Yes for the ground.

  • It came across as too confusing to understand

  • You need to use a global variable for lives. When you restart the layout, it creates a new instance of the objects and instance variables will be set to default, whereas global variables will remain unchanged.

  • It's because when lives is greater than 0 you restart the layout but on restarting the layout it sets the player position to mouse.x, mouse.y which is already overlapping the gameender. edit:Yeah somebody already posted.

  • In terms of player location on the machine, so it doesn't start from the original game load point, I store player x,y in a global variable when you leave the layout and set player position to these variables when returning to the layout.

    In terms of global variables, they should all be saved if you have 'included' them on each event sheet so that they are used. Even when switching between layouts they are global so should remain the same. Also make sure you don't have any random reset global variable actions in there.

  • You've posted a capx without the issue in it which is a bit strange. I'm not seeing a player or any animations.

  • What is this mail plugin? Can you delete that and re-upload the capx, thanks

  • PixelPower

    thanks for the idea, I think it might end up feeling like a theme park still though, I guess I would be replacing rides with alien rides and shops with alien shops so it would pretty much be the same thing unless I come up with some really unique gameplay ideas.

  • I enjoyed that let's play, he seemed to like the jetpack

  • So kind of like the health bar used in N64 Goldeneye? How is this different from the logic of a rectangular health bar? Wouldn't it be the same logic where based on the amount of health the graphic changes so you just make all of the necessary graphics and trigger them at certain amounts of health? Or am I missing something? Maybe...but I would just make the different stages of the health bar ring as animation frames and set each frame based on the relevant health or status of the player, which is I assume how your rectangular one was made?

  • I'm sure someone can provide a more detailed response but the quick fix might be to use the Browser object to Reload the page at some point after you've modified the JSON data.

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