RayKi's Forum Posts

  • Just do like I showed you on the image o-o

  • Hello friend, your code is working just fine. The enemy takes only 10 damage and the other enemies keep their full health. The problem is that all the EnemyHpBg change sizes. To avoid that you need to specify which HP bar you want to change, otherwise it will be applied to all of them.

    Here, this shall work:

  • Try using the Lerp command without the dt, it worked pretty smooth for me.

  • If it works when testing it should work when you upload it. How are you exporting it? HTML? Scirra Arcade?

  • I'm not quite sure because I never did that. But have you tried using a textbox?

  • Go to system events and use "Create Object" instead of spawn

  • Hello. To get the .Capx file just open your project on construct2 and then click file> Save as a single file.

    This will generate your capx file, save this file on any folder of your dropbox account or any other domain, right click on it, select "get public Link" and then post the link on your comment.You can do the same with images.

    You'll need 300 reputation points to post any link or images though, for more reputation go look here: http://www.scirra.com/badges

  • I don't really understand what's going on in your code.

    Could you upload your .capx file or a print of your code so we can take a better look at it??

  • Is overlapping 1 and press x, set position to (door2.x, door2.y) and vice versa. Is that it? It should be working o-o

    Try uploading your .capx or a print screen with you code so we can have a better understandingo of what's going on.

    Sorry for not being able to help any further

  • Yes you can do that

  • I can't play it D: Post an update when the game is better developed, it looks interesting

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  • Hello friend, I downloaded your .capx and after a few tests I found out what is going on.

    You see the problem here is the position of the object that you called "Barrier". If you set the Gordo HP for a value really low, or increase the player's attack, you'll manage to defeat the boss pretty early, destroying it while it's still in the middle of the screen.

    When you set the player attack to 1 and the boss HP to 30, it take too long for the player to defeat the boss, and when you finally manage to defeat it, it's already too close to the end of the screen, and then the problem here is the boss animation "die" has a HUGE collision box, way bigger than the collision box of its other animations. So you manage to kill the boss and the "die" animation works normally, but since its collision box is so big it hits the "barrier" object and destroys the enemy before the animation happens.

    To solve that you can either decrease the size of the "die" animation collision box, or push the barrier a little bit backwards so the boss has more space to die, or add a condition to only destroy the boss when it hits the barrier IF "die" isn't playing.

    The game looks great by the way, keep up the good work ^^

  • On your project properties there is a option to toggle "Pause on unfocus"

  • Moon walk LOL

  • You can try to use instance variables instead