lionz's Forum Posts

  • What is all this code about arrive and depart? Anyway it doesn't seem slow it's just unresponsive. Use 'touch' instead of 'tap' to be more instant. And make the collision box of the arrows big enough for the player to comfortably touch.

  • Had a look at the file and not sure what you mean. This is also the downside of learning Construct by jumping from premade file to premade file.

  • I see no way to debug without having the source file.

    To debug, you have to run it on your PC and repeat the error.

    Yep got to wait they never came back after posting.

  • You can change layout size during runtime? That's news to me

  • What does this mean :

    The thing is that the progress bar doesn´t work when I use 2 global variables.

    I use the same script as posted by nimos100 on the forums, but for some reason the bar only changes when the total life is zero, otherwise it appears full again.

    What steps are you following to create the full bar when the life variable is 3?

  • You could post in the community discord server, I know there are artists lurking about there construct.net/en/forum/construct-3/general-discussion-7/discord-construct-community-151321

  • Yeah two variable sounds good because you would use one for the normal damage, and if bullet collides with that target then apply damage from the second variable.

    Have you tried using global variables? You can have one for equipped weapon, damage, rate of fire etc. Then in events you change the variable values based on equipped weapon rather than use instance variables on the objects.

    Not sure what you mean about splitting enemies, can't see how the game works so it's difficult. In general though you should be able to do what you want with events.

  • Hi.

    I added a variable for the number of strokes they can be more than one.

    I added a hidden object for collision so I don't have to constantly check the position of the bullet.

    The text with the record is better never to update every tick. That's a loss of performance. It is better to update the text when needed.

    Please post the file "c3p" so it is easier to help.

    Gladius_ps2.c3p

    https://fex.net/ru/s/mkdzsst

    P.S. Too bad you can not upload a small source on the forum.

    You've just provided them with your own version that uses identical logic. I don't think this is useful when their own logic looks good, here it is about debugging it and discovering where the bug is.

  • It looks reasonable, maybe there is more than one pointer? Or two overlapping each other? Or multiple blue/red overlapping each other? How much score have you seen added at once? The most it could really do if working as expected is 15 if you get lucky and overlap red and blue at the same time.

  • Yep np it's a learning process. I think only one enemy is moving so there is already a problem. Try what I mentioned above it's only a few events and simple.

  • The bullets are automatically separate, maybe the problem is that you've assigned damage to the weapon and not the bullets even though the bullets sound more important. What logic have you used to deal damage to the enemy from a bullet?

  • 'is attack running' runs constantly and you probably don't need it. Also the every 1 seconds seems unnecessary.

    I would start by adding the timer for 'Waiting' not a system wait. Then you can say on Waiting timer finished, if you are within distance, run the create object attack and then start the Waiting timer again, you don't need this state variable for attack tbh.

    If you are not within distance then you can run a 'Searching' timer, I'm not sure what that means for the enemy but you can say on Search timer finished start the Waiting timer. Everything will then return to this Waiting state.

    Whenever you start a timer you can set the state so you know what's going on. Right now it's looking a little convoluted and will be difficult to control for multiple enemies, but the above will help simplify. Also I would get it working with one instance of enemy before you try looking at multiple enemies.

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  • On start of layout should be a trigger once so should only run it one time so you must be doing something else wrong there. You decide when you want to call the function, pick a condition that will only run once.

  • Yes you can leave the solo enemy and the health bar will be automatically created. The positioning you would have to sort yourself such as 'health bar on created' set position to enemy.imagepoint(1) for example.