yaosamo's Forum Posts

  • 2 posts
  • I would try adding "For Each Enemy" to both of those conditions, to check if *each* enemy on screen has 0 health or has finished animating.

    (i think you're currently checking if *any* enemy is true, which screws up when two or more enemies are true at the same time)

    Holy crap you're right!! That's it! Just tested it. Brilliant! Phew, thank you very much!

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  • Hello!

    Top down shooter.

    1. If I shoot enemies very fast Kills+1 sometimes doesn't count if it sits under Health<=0 && Alive==True.

    2. But! It does count properly if it sits above destroy.

    So In first scenario kills would not be equal to spawned enemies sometimes especially when there's many enemies being killed. Animation played no enemies on screen but kills doesn't get +1!

    In second kills always equal to # of spawned enemies.

    Been debuting this with my dev friend and even though we fixed it by moving it to enemy-destroy, I don't know why it didn't work in first place.

    It bugs me, why it didn't work in the first place?

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  • 2 posts