ZeroBelow's Forum Posts

  • Awesome Thank you Oosyrag, it works and I was even able to modify it to work with my current spawn system, so now it works just like the Legend of zelda a link to the past

  • I want to make a sprite that spawns a enemy, but I want the spawner to only spawn one enemy unless that enemy that it spawned dies then i want it to spawn another one. I want to be able to have multiple of these spawners going at one time but for each to only be affected by what it has spawned and not the other's spawn since they are spawning the same object just a different instance.

  • What I was thinking, just wanted to make sure thanks.

  • Is it possible to make a top down isometric game using the tile mapping to make the levels or am I going to have to make each sprite and stack them next to each other?

    Currently I tried doing it with tile mapping but I have issues when i do the right and left walls, the top and bottom are fine since the image is a square, but my side images are made up of multiple lines

    Ex:

    Top:

    ___

    Side:

    /

    /

    Since my sides are at a slant they have white spaces next to them so when i try to set them side by side using a tile map i get the white edges still.

    If I make them different sprites I can set them next to each other just fine, but I have a lot of sprites I will have to make then and it will slow my game down.

  • Make a sprite with multiple frames.

    Frame 0: make it have a sprite with 3 hearts(you can make the sprite look how ever u want but just make sure the player can see the change in it as the take damage)

    frame 1: 2 hearts

    frame 2: 3 hearts

    When playerhp=3 set animation frame to 2

    When playerhp=2 set frame to 1

    When playerhp=1 set frame to 0

    when playerhp=0 destroy player/end game/respwan( what ever your end game is set to be)

  • Mess with the deceleration of your movement style, the less u have the more it is like hes sliding.

  • thanks that persist behavior was what i was missing, I forgot all about that

  • OMG I LOVE U! jk but I completely forgot about that behavior. You just made things so much easier for me

    Thank you again.

  • what is a persist and how do you use them?

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  • I want to make a game where you have multiple levels that you can go between? I tried having multiple layouts but that causes some problems when you want some items to be found in each world and not just one world.

  • in that example i sent u can use the portal to the left to go to another layout and currently the orange box is set to global. But if you leave from one layout to the next over and over they start doing weird things.

    I want it to be able to pick up(walk into one and destroy) and it stay picked up even when u leave to the next layout and come back. I do not want it to respawn

  • It would be easier to just let u look at the project since it is multiple event sheets.

    https://www.dropbox.com/s/h5xuvt6ufoyfp ... .capx?dl=0

  • I have a game that has more than one layout and you can move between the layouts as you like. I have a global Event sheet that they both share. I use this event sheet to hold events that can happen on either layout. (like a treasure chest or power up event will be in the global events because it can be on both layouts)

    The problem I am having is that when I travel between both layouts then pick up a item it will take the item one layout 1 and also take the item on layout 2 but only if I have been to both layouts.

    Anyone know why it would do that?

  • That is what I want but it might take longer than a bit to get my head around it. I will do my best to figure out how to incorporate it into me game, but if anyone else has a easier way I would love to hear it.

  • I want to make it where my enemies cannot overlap my player but I do not want to use the solid behavior. I have it set up where when my player takes damage he flashes and cant take anymore damage until it stops.

    My enemies use the bullet behavior to move to the players position. if they hit the player they deal damage to them as long as they are not flashing. The thing is I do not want the player or the enemies to over lap.

    Is there a way to do that without using the solid behavior?