lionz's Forum Posts

  • First part is duplicate post I resolved on the other post. Second part usually the sprite is holding the spear as part of the animation, then you have a separate throwing animation. The spear could then be a projectile that spawns from the enemy.

  • You'll have to create the events 'on key pressed' condition with action 'simulate control' on platform behaviour for example if it's a platformer.

  • Returning to your original question and the design, you want it to create just 2 beams only. The question is when? Right now you create it constantly, when do you want it to spawn the beams? If for example it's every 2 seconds then you can add a condition every 2 seconds.

  • It's because you have Solid obstacles and there is a tilemap covering the layout that is set to Solid, it interferes with the line of sight. You can change obstacles to 'Custom' on the line of sight behaviour

  • Using a boolean in place of a trigger once condition does not resolve the problem, the issue is that you are trying to trigger once inside a loop that is running every tick. The fix is to split it into two events because one needs to run every tick and one doesn't. But again this is just repeating my last post.

  • Has it been resolved? I can only take a guess because I can't see the project.

  • It's under System conditions

  • I think when you load from local storage it becomes a string so if you are loading it into a number var try using int(localstorage.value) to convert to number.

  • Your link is restricted

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  • If you make a wall so a sprite with the Solid behaviour then the grid movement should stop or not be able to move to the next space.

  • Based on what I'm seeing in the first part of that event this should be split into two events anyway if you want something to be checked indefinitely and then another thing to run once. 106-108 should be one event. 109 onwards you can move into its own event - a loop with trigger once. The top part of the event matters a lot.

  • No problem!

  • It does start from 0 so that must be where your issue is. You should be using loopindex instead of loopindex-1, I would fix that first and see what the outcome is.

  • The top condition is technically a for each you don't need to embed another for each inside it.

  • Ok yeah it's only with the rex not with the ptero. On the event for the rex you subtract from hp but you don't with the ptero. Subtracting 50 hp means it runs the player 1 death twice and spawns 2 rex objects, it runs the function when player hp equals 0 and also on collision with the lava.