LittleStain's Forum Posts

  • I will have a look at this tomorrow, although from what you have told it is still unclear to me what the actual problem is.

    Could you explain exactly what is happening and what you expect to happen?

    Have you tried playing the exported game and is it not working?

    Have you tried playing the game in preview and is it working?

  • Could you provide a link to an example of the movement (youtube or other) so people can see what you want without having to search for examples themselves?

  • goto the plugin section of this forum, find the video plugin, and download it..

  • You could just set a variable Keypressed

    on any key pressed set variable to 1

    If variable is not 1, no key was pressed.

  • Would this work?

    system every tick set global variable ParticleCount to 0

    system for each particle object

    trigger once

    • add object.particlecount to global variable ParticleCount

    system every tick set text: ParticleCount

  • Strange..

    The picture I posted is a screenshot of the eventsheet of a capx that worked perfectly. Are you sure you haven't got conflicting events anywhere else?

  • Adding the condition

    system for each enemy

    to the enemy health check event would probably solve it, but I would recommend reading the manual on how events work, it will make it more clear why this is happening.

  • For that we'd have to see how you have your events set up.

    could be adding a check as subevent of the attack would work,

    could be using syatem for each,

    could be pichk by comparison,

    etcetera.

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  • There is no way to make the walls solid from the png.

    I would reccomend recreating the maze in tilemap object, that shouldn't be that hard.

    Another option would be using one invisible tiledbackground of 2x2 pixels with solid behaviour to overlay the non-walkable areas.

  • you are not picking (referencing) the object in your event.

    When Construct doesn't know which object is meant all objects are affected.

  • It would be easier to create an empty sprite, call it keyboardtimer and give it the timer behaviour.

    on key pressed - keyboardtimer start timer "key" for x seconds

    on key released - keyboardtimer stop timer "key"

    keyboardtimer on timer "key"

    • start shield
    • keyboardtimer set timer "Shield" for x seconds

    keyboardtimer on timer "Shield"

    • stop shield

    keyboardtimer.capx

  • You could just update to 158.2, it's the latest stable release.

  • Guizmus

    I know my solution wasn't pretty, it wasn't meant to be.

    It shows the basics in creating and subsequently adressing the created object.

    Even though sometimes it can be done directly in the actions that follow, using the subevent makes it much clearer what is intended and makes it more readable.

    I would use a loop or function for this particular case, but for "construct-newbies", I'd rather give them something they can try to understand and re-use.