vendara's Forum Posts

  • >

    > > vendara - That's weird, I tried to remake your event and did not find anything wrong with the text object setting it's text to variables or variables have any problem. It must be the event you used to subtract the Health Variable or to put it simply, If there is a bug or an incorrect event then the problem must be when the enemy do some damage with the player.

    > >

    > > Try to use "Round" native expression to remove the decimal places when you cast damage. Are you using the "float" expression by any chance?

    > >

    >

    > There is nothing wrong with the events.

    > I also tried to recreate it in a other Project, and it didn't happened.

    > It even happens when I'm using floor or round, II already tried that.

    >

    It happened when you used round() too? That doesn't seem possible.

    That's what i mean - weird bug

  • vendara - That's weird, I tried to remake your event and did not find anything wrong with the text object setting it's text to variables or variables have any problem. It must be the event you used to subtract the Health Variable or to put it simply, If there is a bug or an incorrect event then the problem must be when the enemy do some damage with the player.

    Try to use "Round" native expression to remove the decimal places when you cast damage. Are you using the "float" expression by any chance?

    There is nothing wrong with the events.

    I also tried to recreate it in a other Project, and it didn't happened.

    It even happens when I'm using floor or round, II already tried that.

  • Hey,

    I've a pretty weird bug showed at the text object.

    I set the Text Object to - Health & " / " & Max_Health

    so it will show - 5 / 5

    The enemy's doing 0.1 Damage to the Player, so it should obviously show - 4.9 / 5

    But my Problem is, it shows really weird numbers, like - 4.9000000000000089 / 5 or something like that.

    I created a second Text object, what only shows the Health, and there it shows 4.9

    Does anyone have the same problem and knows a solution?

    Or is this a known bug?

    Kind regards

  • You can go to system and Compare two Values like Enemy.Count <= 0 that if you want to make something happen if there is no enemy

    but if you want to know how much enemy are in layout just make a text and set the text to enemy.Count this will display the quantity of enemy on layout.

    [Object].Count - will count all the object that exist inside or outside the layout and will get it quantity as and int.

    hope this help ya Good Luck!

    Thank you guys, it worked

  • Hey guys,

    i was wondering if there is a possibility for testing if there is still a "Enemy" on the Layout.

    because "on screen" is not the same, if the layout is bigger than the screen itself.

    Or is there a other easy solution?

    I would like to skip the possibility with counting the enemys and making a variable.

    kind regards

  • Problem Description

    I googled what it could be, and i found a closed Post because the User didn't uploaded a .capx, so because the bug is still here i will Post it again with a .capx.

    I noticed, that it's not possible to use the "Compare Value" Event with the SliderBar Object.

    Attach a Capx

    https://mega.nz/#!YBQWRLpQ!dUmmsdqNcfyK ... cJ83TLd3fg

    Description of Capx

    The first Part shows at what position the Slider currently is.

    The second Part is basically the same. Just with the use of the "Compare Value" - Event.

    Steps to Reproduce Bug

    • Make a SliderBar Object
    • Use the "Compare Value" Events of the SliderBar and create some visible Actions

    Observed Result

    The Actions with this Events doesn't activate.

    Operating System and Service Pack

    Windows 7 Ultimate

    Service Pack 1

    Construct 2 Version ID

    (The post i found r200) and still in the current version r216

  • Can you link the .capx? I've got an idea, but i'm not sure if it will work.

  • There is a Action to ignore input

  • Take a look at this

    How to preview on a local network

  • Maybe this could help you with that

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  • lStEpHl

    I'm glad i could help you

  • by facing left meaans.. mirrored ??

    If you're using "mirrored" and "not mirrored" for your player you should do the same with your bullet.

    Just set up your Bullet like this:

    [Event] On Bullet Create

    [Event] If Player is Mirrored

    [Action] Set Bullet Mirrored

  • lStEpHl

    Hi

    Please excuse my english, but i hope you will understand me.

    Maybe it's not the best Solution but I've found an option for your movement.

    If you're sure you want to stay to this Movement, you can try this out: lStEpHl_Movement.capx

    If you're not sure yet, i would recommend you to use the "8-Direction" Movement. There wont be a Problem anymore with your Solid Tilemap.

    I hope you can work with that!

    Regards

    • vendara
  • > I prefere to make toggles like that:

    >

    >

    >

    If you use that, why not just use:

    on left button clicked

    > set Toggle = 1-Toggle

    Didn't thought about that, it's even more simple. Thanks!

  • I prefere to make toggles like that: