maroclips's Forum Posts

  • 4 posts
  • So I've been toying around with it a bit and it kinda works now.

    Turns out using system conditions kinda fucks up everything when you're trying to handle multiple instances.

    this is how it looks now.

  • I think this happens because when I check if frame "5" is currently playing, he checks every single instance of the animation.

    Problem is I really dont know how to bypass that.

    Edit: Seems like this is what Im getting wrong , still cant figure out how to make it work tho

  • Hello again. Thanks a lot for the answers!

    I was trying to get to a solution for this problem actually. I made a short gif to explain what I mean here:

    http://imgur.com/a/jVAbs

    So these enemies shoot as soon as they see my player character in front of them. On frame 5 i spawn a bullet at a certain image point.

    When I step into the Line of Sight of a single enemy or two enemies shoot at different times, it works just fine.

    The problem arises as soon as I step into the line of sight of multiple enemies at the same time. As you see in the gif, what happens is that one of the Enemys spawns multiple bullets at the same time for some reason

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  • Hello there.

    Im having some trouble to figure out how to handle multiple enemy instances in Construct:

    1. I'd like to create a enemy (Meele) type that walks into a direction, stops upon collision with the player, then proceeds to spawn and destroy a hitbox (Blade) in regular intervals until the player moves away.

    http://imgur.com/a/zNL0i

    I tried to do somethings like that here, but obviously im missing something important, because all it does is spawn the hitbox and then nothing.

    2. Is there a better way to do these kinds of actions?

    3. Can you recommend some good resources for learning how to handle multiple instances of an object?

    Thank you very much in advance!

  • 4 posts