ZeldaVerde's Forum Posts

  • Persist would make it not come back when reloading the layout, not when I use the "Recreate initial objects" action. My "Areas" are not different Layouts.

  • I tried testing myself but got confused by the results. I wasn't sure if it was triggering straight away as you said or if it just happened that Time was a multiple of 8 at that time. I wasn't really considering this possibility because I don't think it makes sense. Thanks for the help tho (:

  • Feels like a bad practice

  • I'm very thankful of your attempt to help me but I'm afraid you didn't quite get the situation:

    I have an enemy (an object), which will sometimes be used as a boss and sometimes as a regular enemy (they will be different instances of the same object). My boolean is "IsRespawnInfinitely". My game is a Metroidvania where, when you go to a new area, all enemies that were there respawn (and the ones from the area you were in are destroyed) using the "Recreate initial objects" action. There is an Area, a single room, in which there is a boss the player should only be able to fight once, but is the same object that will then be used as a normal enemy in the future. Instances that have this bool set to true should act as normal enemies, and respawn and be destroyed according to whether the player is going to a new area or not, but an instance with this bool set to false should not be affected by any of this. Therefore, I wanna know if there is a way to check for whether the bool was true or false for an instance of an object that is currently destroyed, so I have a way to identify if this is an instance that should be recreated or not.

  • Consider the following situation:

    Space is Down

    ------Every 8 Seconds ----> <Action>

    If Time = 6 when I press and keep holding space, will this action be run at Time = 8 or will it run at Time = 14?

    Tagged:

  • It's not that relevant, it's just that this boss, later in the game, will be a regular enemy, so the regular ones should respawn whenever their initial position is on-screen (which is already set up) but the boss one should only be fought once, so I created a boolean only that instance has true, but don't know how to make it so enemies with that set to true won't be recreated

  • I have all my enemies in a family and in some occasions I recreate them, but I want bosses not to be recreated, but only in some cases, which I have a boolean for. Is it possible to only recreate if they meet a condition, which would be this boolean?

  • Yeah, I know, but I wanted a way to do it in the editor. Thanks for trying to help.

  • Sorry for not reading the documentation ): My bad.

  • I don't know if I need to use sprite fonts instead but how do I make it so the font I use is kept on other people's pcs?

    Tagged:

  • I have a tile which is a crystal that is supposed to light the scenery and I have a sprite that lights the scenery. Is there a way to make it so when I place that tile it also places that sprite?

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  • That should not happen with my code.

    If it still doesn't work correctly, please post a screenshot of your events.

    Thanks for trying to help, I solved it myself, turns out I was being dumb. I had a wait that was causing this.

  • Yes, that is exactly what I did, as I said, the problem is two spikes collide with the player at the exact same time, so it triggers twice nonetheless

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  • So, I'm making a game which is a platformer and there are spikes the player takes damage for falling on, but in some places there are big rows of the spike sprite, and if the player falls touching two at a time, then they take 2x damage because the action is executed twice at the exact same time. I have a system where when the player gets damaged, they have invincibility frames, but this still happens because both spikes are hit precisely simultaneously. How should I go about solving this?

    Edit: I was being dumb and had a wait action before setting the timer for invincibility because reasons.

  • I figured it out, it was the dumbest thing ever. I had this virtual gamepad driver installed for something I can't remember, and it was being detected first. Thanks for helping (the example helped me because it showed the name of the device) and sorry for submitting something like this.