Tomycase's Forum Posts

  • Hello, if you could provide an example of the result you're aiming for, that would help a lot, because right now your question is very vague, thanks

  • Hello, your variable is working just fine, as plinkie said it doesn't reset, which is also a problem when you game over or quit the game since the variable doesn't reset to 3, causing instant game over or new game with less than 3 lives;

    Here is a fix to your text displaying problem :

    Also you need to reset manually the Numberchances variable each time you quit the current game or game over, for that you need an event associated to the buttons :

    Also do you use the full version or demo version of C2?

  • How does it currently look when they stand in each other, can you post a screenshot please?

    And also a screenshot of the code that make them follow the player if you don't mind

  • Hello, have you tried to give them the solid behavior, so they don't overlap each other?

  • Ah you found it, perfect :)

  • Hi, there is probably an event interfering with the HP substract one, can you post a screen of your code or share a capx please?

  • You should try to add a "For each" condition on top of the event, so the game will check separatly each enemy entity, because right now it doesn't know which one to pick

  • Hi, can you post a screen of your actual AI code, so we can figure a way on how to fix it?

  • Try to disable pixel rounding if you didn't try yet and tell me the result

  • No problem! Good luck with your project ~

  • Hi, either create a variable to control when the enemies are spawning, or put the spawing events in a group and set that group disabled on Game Over

  • Hi, which scaling method do you use for the viewport, letterbox or letterbox integer?

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  • It's because when you disable the behavior, it registers the last vector movements of your sprite, so when reactivated, the vector continue its movement, you need in that case to set your sprite vector Y to 0 when it grabs the ladder

  • Create a global variable "Sprite_animation", when you select your item, set variable to sprite animation name, then on start of layout, set animation to variable

  • Same stuff, since you used ID variables you can do :

    • Sprite > On Collision with [Any object]
    • System > Pick by comparison Particle where Particle.ID = Sprite.ID

    And then put the action you want