lionz's Forum Posts

  • The logic looks reasonable but we would probably need a project file to look at.

  • Ah yes, might've noticed that with the project. Well done for guessing that

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  • Do you have events that move them back to their original positions later on in the project? I'd have to see the .capx file I think because this looks fine to me. Provide a cut down version if you can showing the issue, via dropbox or something similar.

  • It's not great, quite laggy.

  • Link a button to browser close action for exit. For pause, you could create a browser alert?

  • That should work so there must be an error with the event. Please link to a screenshot or project file of some kind and this can easily be resolved.

    Also just a guess from not seeing the project, you seem to want to set the position of multiple sprites but probably only have a single instance on the event sheet so my guess is that a single sprite is just moving around and then hits the final position you set. You need to create multiple sprites and set their positions accordingly, depending on what you want to happen of course. You may have set this up correctly though and there are other errors, it's hard to assist with guess work.

  • As a cookie for the specified browser.

  • Can you elaborate on what the bugs are?

  • I use the progress bar which is built-in and then you can customise it using css for different statuses. Or you can just have a sprite that expands its Y+1 every tick so it looks like it is progressing/loading.

  • https://dl.dropboxusercontent.com/u/495 ... slots.capx is how I would do it without slot arrays. Mmmm instance variables.

  • At the point the direction is picked then you know which direction, right?

  • Nevermind I fixed it by adding a different kind of variable comparison.

    OnDamage ----------- SetNewHP to CurrentHP-Damage

    Every tick

    If StopDamage = 0 ------------- SetChar1.CurrentHP to Char1.CurrentHP - 1

    If Char1.CurrentHP = Char1.NewHP ------------- StopDamage = 1

  • Could be an obvious answer but I need some assistance with this counter. I have a player in an RPG taking damage, but rather than have the damage be simply taken off it counts down the damage to a new value.

    So i've set it up like this, where CurrentHP is the current HP of the character and NewHP is a new value set by CurrentHP-Damage :

    Every tick

    While

    Char1.CurrentHP > Char1.NewHP ------------ Set Char1.CurrentHP to Char1.CurrentHP-1

    When set up like this it just takes off the damage amount and updates to show newHP, so it's half working but it hasn't counted down by 1 every tick. If i remove the While and the variable comparison then the HP does just count down by 1 every tick as I expect but then of course there are no limits, it just keeps counting down. This is why I put the newHP in place, to set a limit. Am i missing something obvious here as to why it won't count down by 1 every tick while the HP is greater than the new HP?

  • Does increasing the jump strength on platform behaviour not work?

  • 'Set volume' in events to balance out the audio I guess...or balance it outside of C2.