lionz's Forum Posts

  • 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.

  • Make use of 'Containers'. If you put the enemy and health bar in a container, they will be created together when you say create Enemy. They are also destroyed together. So when you destroy Enemy, the health bar instance linked to that Enemy will be destroyed. This avoids any convoluted picking as they are always related.

  • Can you explain further? Not sure what you mean.

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  • When you say 'set the choose a random instance' did you use system pick a random instance? That should work, though make sure it is only triggering once and not all the time or it will look like it's picking all of them.

  • Is the text just set on the object in the layout? You'll need to set text 'on start of layout' for each button. Since you already have change text logic when you change the button it shouldn't be too difficult.

  • You can have it off screen in the same layout or go to a new layout. Save/load I don't see any reason to use that.

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  • Use more layers and you see the padlock icon next to the layer name you can use this to lock a layer so objects on it cannot be selected.

  • Both of the conditions 'on item missing' and 'on item exists' only run after you have run the action 'Check item exists' which you didn't use.

    I assume you are using clear storage for testing purposes. So you can start by adding 'check item exists' action to run 'on storage cleared'. Normally you would do this on start of layout.

  • Your school really tasked you with that? To try and recreate a 3D game on your own that was made by a company of 700+ people. Good luck! Battle systems can be complex, you could have enemies with different states (variables) and use line of sight. When they are in range they would go to attack mode, otherwise they are in an idle movement mode.