lionz's Forum Posts

  • The thing is, I have a healthbar where it has four animations of it getting smaller, if you can understand that. I have never actually been able to figure out how to do the healthbar at all, so if you have any ideas, I would appreciate them.

    You can set the animation frame based on health value using events

  • So did you actually have any problem with calculating distance ? because it sounds like you are saying the problem is lag? This makes the post confusing.

    If it lags all the time then it could be any of your events, or it could the graphic memory usage so maybe check this. In general though I'm surprised you added 40,000 objects to the screen as this seems like a poor game-making strategy in any engine.

  • You can't as the private messaging feature was removed some years ago but you can leave something like discord name in your post and they can contact you.

  • If you restart the layout when health is 0 then player should be back in its initial position unless you set the player to global. I'm not sure about the under/over platforms in 3D but maybe you are touching the collision box so you need to make either the platform or player collision box smaller, or it could be something more complex being that its 3D I don't know I can't see the game and am only guessing with this.

  • If you have checkpoint objects, it could have a variable ID where you number them. Using a global variable that tracks the checkpoint number you are at, by setting the global variable value to the ID of the checkpoint when you reach it, if you respawn you choose the checkpoint object where its ID is equal to the global variable value and then set the player position.

    Another option is to save the game when you hit a checkpoint then change its status so you can't save again, then when you die you just load the game, depending on if save games is the approach you want to take.

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  • If it lags every time you click the mouse for that event then I guess it's from checking the LOS of 40,000 sprites.

  • Ok and the answer to the other bit ?

  • I don't see any logic related to calculating distance. What is cut off at the top, is that a group ?

  • So that is what I mentioned above, you are out of scope so the variable is reset. So you've now put the logic within the same event yes this should fix it.

  • lionz

    I don't have any other events that control opacity. Here's what I have for the collision event.

    And for the opposite to set it back to 100 ?

    Can you explain the gameplay of the game and what the border is ? Maybe there is a better way to achieve what you want.

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

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

  • 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.