lionz's Forum Posts

  • Event 26 is broken because it's being overriden by the HUD code. : every tick set ekans current HP to ekans.maxhp - ekans.damage.

  • You can do this from File > Preferences(button) > Colors.

    Here you can pick a dark gray theme or select 'Edit colors' to change to the background or text colours you prefer.

  • Your file is locked from access.

  • It works fine unless you place S_Tower 1 on the other slot, and not the intended one the arrow is pointing to.

    If you place down two S_Tower 1 on S_Can Do it calls End Training twice, then Wave1 twice...

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  • SecondDimension

    very nice! It's relaxing.

  • Oooo, fancy artwork. Gameplay looks interesting too.

  • I'm 50% through the jscript tutorials. I'm hoping to have it learned so I can code a game next time!

  • The problem here is that Apple have found an issue with your game, C2 has probably done all it can if export is always the same procedure. Contact them and see if you find out more info, try a resubmission...

    Did you test it with a test account to see if all purchases are available from start?

  • Did anyone win then?

  • No problem

    Yes, usually you only use 'On Start Of Layout' to trigger something once or set values at the start of the game. i.e. things you want to happen on first load.

    If you had particles to move to player position on start of layout this would only trigger once. Every tick will run the scenario constantly, you can also use every X seconds.

  • > Yeah I don't think they pin (unless you change particle settings to something I'm unaware of). What you're seeing is probably the particles in their original position not moving, right? If you use the info I provided above, the particles will follow the player. As for the health bar, this sounds like a separate issue.

    >

    fixed the health again until I add something else lol. its appearing properly but just wont pin. I have the particle outside the layout

  • One shot means it will play the particle anim once then you won't see anything after that.

    Is there another issue you are having here besides the ability to pin to player position? (note: the info above will do this).

  • Yeah I don't think they pin (unless you change particle settings to something I'm unaware of). What you're seeing is probably the particles in their original position not moving, right? If you use the info I provided above, the particles will follow the player. As for the health bar, this sounds like a separate issue.

  • R0J0hound

    are you sure that works? I've seen this issue come up before where particles don't actually pin. I remember having to simulate it with position. Not a huge problem though I guess.

  • jamiek

    I don't know how exactly you've set up the damage and how long you want to be hit for and for the particle to be displayed etc but you can use :

    Every tick > set particle position to Player.X, Player.Y.

    This would set it to player position constantly (give the effect of pinning) until destroyed.

    A possible destroy event might be after the particle hit effects have shown for a few seconds then you can say:

    On particle created > wait 3 seconds > destroy.

    It will obviously require some tweaking if you want to stop particle effects during certain scenarios. It all depends on what exactly what you want but it will all be possible in C2