lionz's Forum Posts

  • And the save events? Where you set "nextlvl"

  • > I would expect this OR-condition to either pick all of the instances that are to the left of X=500, or pick all of the instances that are above Y=500. Even as we're talking about this, I struggle to think of what else it could logically do.

    You say it should be one or the other, so which would your actions apply to? It makes sense to me that sprites that meet either criteria would be picked for actions to happen.

    Exactly, the use of 'either' doesn't make sense in the context of how Construct is picking instances and applying actions to them. It will pick all the instances that meet at least one of the conditions.

  • You can do as much testing as you want but probably you should test it on a local APK before submitting.

  • Oh I see, is the animation set to 'looping'? Check in the animation editor. If this is looping then it will not trigged 'on finished'.

  • You used 'coin' global variable. The total 36 should also be a global variable like 'total', not a hard set number. Then when you go between layouts you can set it differently. If in layout 1 set total to 36 so it says Coin & coin / total which would show 0/36. If in layout 2 set total to 20, again it uses the same code Coin & coin / total which would show 0/20. You managed to put the collected coins into a global variable, now its time to make the total coins a global variable.

  • Did you test it on a local apk before you published it? Is it working there?

  • I guess you mean layout. Replace 36 with a global variable that can be set on start of layout. Because you linked them all to same event sheet you'll have to add another system compare condition 'LayoutName = '

  • We can't see what's setting it to true but when the animation finishes you do set it to false. So you are setting it instantly back to true again? Usually with a throw you can use a key press to trigger once and set the animation, then it would revert back to idle.

  • It looks like a game over screen, maybe you can go to a different layout and then return to it. Or put on a UI that covers the game screen since it sounds like you would reset everything anyway for a new game.

  • These are very simple requests, did you not try the conditions like 'is on screen' and trigger once to play a sound one time?

  • The solution is don't set timescale to 0. Freezing time then counting down every X seconds would be counter-intuitive, pun maybe intended.

  • On the action you can use "Outfit"&self.number you don't need this counter variable. Same with HasKey move it down below the For and use Outfit&self.number. It won't be out of sync anymore because it's running through all existing instances of Family and using its own variable.

  • You could add a variable to the player and when left key is pressed set it to L and when right key is pressed set it to R. When the player stops moving, if L then set left idle, and if R then set right idle.

    I assume the animations are different for left and right? If not, the usual thing is to set the player mirrored or not mirrored on left/right key press so they would already be facing the correct way.

  • It should work if you give them a Family instance variable number as the identifier and run for each ordered by variable.

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  • Imagine this scenario:

    > IF PlayerObject is carrying a torch

    > OR if FireflyObject is lit

    > THEN change PlayerObject's animation to EyesSquinting

    In the above condition, PlayerObject would be un-selected if the FireflyObject fires true, and as a result you wouldn't be able to change PlayerObject's animation.

    But the implication is that you want to change the animation on the ones that are carrying a torch, so since it couldn't find any then it's correct to apply to 0 instances. If you want to apply to PlayerObjects because Firefly is lit, you have to ask yourself, which PlayerObjects? Because none of them are carrying a torch.