SpyDaniel's Forum Posts

  • I got it to work as I wanted like this:

    I put the text into a container of the trigger object, so the text will only show when you are overlapping that object. Plus when I delete the object the text also goes with it.

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  • I have a trigger object which checks variables and if all are true then the bridge will lower.

    My issue is, how can I add in a text object that will show up for only that trigger instance and then not show any more after the bridge is down? I tried stuff but it hid or deleted all of the text instances.

    Could I add the text to a container and set its position, then when the bridge is down have it invisible or delete it?

  • No, the particles are for a damage effect, that sprays blood.

    Although I found a way to fix the issue. I used variables, can't quite remember how I did it at the moment, but to say the least, I fixed the issue with the blood only showing for one damage activator. I'll come back and post it when I look over my events and share how to get it to work.

  • I know how to get the particle to spray when the player is overlapping a "Is overlapping" object and to stop spraying when they are not overlapping the "Is overlapping" object. The issue is, when I add multiple objects that trigger the particle, only one of the "Is overlapping" objects will trigger the spray and it seems to be the event that is before the other events.

  • https://db.tt/roO46NB2ue

    I found a way to fix my problem, at least for resetting falling platforms. Check out the capx for how I did it.

  • I'll PM you the file.

  • The respawn is not for enemies, but for platforms that fall or rise, but I get what you mean.

    I tried this, the same thing happens, all the same platform type will spawn at the same time, instead of individually.

    I set up a test area, with 5 platforms, I ran across them all, they all fell, at slightly different times, but they all respawned at the exact same time.

    I need them to spawn 5 seconds after they are destroyed, so if one is destroyed and another 2 seconds later, the first will spawn, then 2 seconds later the other spawns.

    I am at a loss as to why they do not spawn individually, they seem to just spawn all as one.

  • I'm using the free version by the way, until I can buy a licence on my next payday, so I don't have access to all the features.

  • I have objects that respawn at invisible objects throughout my level, which use instance variables.

    The timer for them to respawn is 5 seconds. They respawn just fine, but the issue is every object respawns at the same time, instead of waiting 5 seconds after it has been destroyed (which is when it leaves the layout).

  • Looking at your events, I'm guessing you are not giving enough time for the animation to play. So it probably starts, but then gets set back to what it was. You could try setting it so when the animation ends (I know there is a condition for this, just don't know it off by heart), set the default animation again.

  • lamar I'm not that guy xD I'm going to have to check it out now.

  • lamar Its not mine, I don't have a head sprite and my character is not a robot. Can you link to the post, kind of interested in what it is now.

  • 99Instances2Go Thanks for explaining!

    lamar I did not include any example of my game, so I'm not sure if you have mixed up 99Instances2Go example to be my work?

  • Thanks 99Instances2Go, I don't actually understand what all the maths mean that gets the gun to rotate, such as "clamp" and "sin". I guess I could copy it to my game, but I would not really ever understand how it works.

  • I can't seem to find the right event to use within the angle section. I've tried different things but I'm not 100% and nothing has worked. Could you put a quick example together please?