lionz's Forum Posts

  • Ok I can't open this, I'd have to go back in time. Can you share a screenshot of the throw events and all the animations, may that will help. So the problem is that after you throw its stuck in the animation even when you walk ?

  • You need to subscribe to keep using more than 50 events. If the subscription ends you are back on the free mode.

  • What is si no, an 'Else'? Write out the 4 conditions. The other two conditions are when X and Y are less than. So this would work for the 4 main directions, test it.

  • Using system compare two values, you combine two conditions such as if mouse.x > sprite.x and mouse.y > sprite.Y then set animation diagonal down/right

  • So the animation isn't looping right it's just stuck. Probably the only option is to share the file now.

  • > You say it should be one or the other, so which would your actions apply to?

    It would apply to the instances that were picked as part of the condition that returned true. In other words, any instance that returns true for an OR condition would be picked.

    I find it's better not to think of it as returning true or false, but instead returning a number of picked instances. If you have a condition 'sprite is X' as part of an OR block, and there are no 'sprite is X' I think of it as 0 instances matched, not that the condition returned false and therefore should be ignored and all instances are still open to being picked.

  • 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?

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  • 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.