lionz's Forum Posts

  • Well it sets the angle/position once but the enemy moves...

    So you want the bullet to follow the enemy like a homing bullet ?

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  • I don't think you can overlap a solid object you can only collide into it, though it is strange how the 'not colliding' event doesn't revert the opacity to 100, unless you have other events that control opacity? Can we see a screenshot of what you did with collision ?

  • I would check the user data folder or the project folder. Maybe somewhere like C:\Users\User\AppData

  • You can use a variable but easier than how you described, you add 1 to it (max 2) when the jump key is pressed, and reset it to 0 when you land. So if var=2 that means you are double jumping so set the animation when var=2

  • You can't do it with the same sprite because when you pick yourself the instances are reduced to only yourself. There is one way which is to put the sprite in a family and say when 'sprite' has LOS of 'family' then move to family (which would be another sprite in the end). This aids the picking process. The variable would have to be moved to the family level as family instance vars. Or the other obvious way is to make team B a different sprite.

  • I'm surprised you can select the local var in the second event. Usually it would be out of scope. So the local var being used here is probably set to 0 is my guess.

    Try the same logic with global variables, is it fixed ?

  • I think it's in the folder for the Browser you are using, wherever the local data is stored.

  • But why do you need to display it on screen at all ? That's what I'm wondering about. If you store AsJSON in a variable then you can save the variable value into local storage, that's how I did it in the past and it was fine.

  • Based on what I'm reading it's not bad and should work especially on start of layout. Instead of using overlapping destination for now try 'on arrived' and see if that works for the new destination.

    For the ones not moving check their status if they found a path, or simple things like they do have speed set to move and pathfinding enabled.

    You could send a screenshot for us to see the events more clearly, thanks.

  • Finish the game I guess, find some art for it and upload to somewhere like itch. This says demo. And any way to make the player move faster left to right as it is quite slow.

  • It probably just doesn't fit into your text object.

    Try using a text input (disabled) instead.

    Also try to avoid updating text every tick in general. Update when it changes instead.

    It's not to do with the text object space as I checked it, there is a genuine problem as though it doesn't like the format or something. But at the same time I'm not sure why you would ever need to display the json on the FE, I don't see a need for it. That's why I'm asking as storing it in a variable should be enough.

  • I'm not sure what's happening but the question is do you need it displayed on screen in your game ?

  • So looks like the guess was correct. You could put 'down button is not pressed' under the idle animation.

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  • To give a proper fix I would need to see all animation events but in general the issue will be that it is trying to play more than one animation at the same time.

    Look for events that can be true at the same time, just a guess here is that you have an idle animation for 'player is not moving' and if the player is crouching they are also not moving so it will try and play both idle and crouch.