LittleStain's Recent Forum Activity

  • you wouldn't need a for each there, it probably does more harm than good in this case..

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  • why not only set the z-order when needed instead of going through all objects every tick?

    "on collision" should probably work, but you could ofcourse use "is overlapping"

  • > By the way, if it's possible for all three to be on screen at the same time, don't forget adding an event to stop the loop when that happens, or you'd have an endless loop..

    >

    Regarding the STOP LOOP do you mean like this?

    (as it seems to work without it)

    It's just a precaution, but I would keep it there if you are going to use infinity..

  • The way you explain could be done this way:

    Add Global variable "Groups"

    system every 0.05 seconds

    set variable Groups to : choose(1,2,3)

    set group1 deactivated

    set group2 deactivated

    set group3 deactivated

    -- If variable groups is 1

    set group1 activated

    -- If variable groups is 2

    set group2 activated

    -- If variable groups is 1

    set group3 activated

    It would probably be much easier to call a function on attack with a parameter set to choose(1,2,3) and base the attack on the parameter, but well..

  • More people might be able to help you, but you are using the third party plugin platformplus and because of that they can't open your capx..

  • What is this collision supposed to do?

    If there are no events/actions attached to these collisions, nothing happens, right?

  • By the way, if it's possible for all three to be on screen at the same time, don't forget adding an event to stop the loop when that happens, or you'd have an endless loop..

  • I always thought using global on the player-object should keep the instance variables intact..

    Are you sure you are not resetting them through events?

  • I guess something like this should work:

    Also you should probably put the move along path in a seperate event "on path found"

  • I said that pinning the player to the platform works in some instances but it really doesn't. The player can land on the platform and stand on it fine but it it can't jump off it most fo the time and it often falls through it when it changes animation and the player needs to be able to jump off the platform and switch animations on it. So i need another solution both for the player to be able to stand onthe platform still and move on the platform.

    Pinning should work just fine if you do it the right way..

    On any moving key pushed first unpin and then simulate the behaviour and you're ok..

    The other idea I gave was using the clamp, which should still work, or try the above solution by mindfaq..

    So there's already three possible ways described in this thread, need more?

  • I think in this case I would just put the

    enemys health < 0 subevent

    as a subevent of the collision event..

  • So why not add only on enemies death?

    So add the action giving experience points to the event that makes the enemies health go under 0..

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LittleStain

Member since 26 Apr, 2011

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