klabundee's Recent Forum Activity

  • You can get the last key down using the keyboard object.

    On Any key Pressed -> Log Keyboard.TypedKey

  • Create an instance variable on tree to handle the tree "life"

    So, change your colision event, instead of destroy the tree on colision, you replace it with:

    On Star colision with Tree:

    Set tree.life = tree.life -1;

    And create an IF:

    if tree.life = 0

    Destroy Tree

  • You have to pick the enemy that you want to pin.

    We have a bunch of conditions to pick objects.

    See it here

    construct.net/en/make-games/manuals/construct-3/system-reference/system-conditions

    You can do for example:

    On Created (enemy)

    Pick last created

    Spawn a new lifebar on position enemy.X, enemy.Y-20

    Pin lifebar to the enemy

  • This is a classical issue, with the wait action.

    You can validate the event with a boolean, which triggers off in the event, then trigger on again on a five sec timer.

    (Klabundes solution wont work since then the player will always have bullets then)

    hmm, indead.

    Is he trying to simulate a reloading delay using the wait 5?

    It would help using a State to handle it(Loaded, empty, reloading)..

  • Move your last action

    Set AmountBulletinPistol to be first action

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  • There are more than one way but try this:

    Use an instance variable to handle the enemy state, for example: moving_left, moving_right

    Compare this state and move it using a behavior like 8 directions.

    Use invisible sprites do change the enemy state like:

    On colision with "sprite movement helper" if enemy.state = moving_left set it to moving_right else set it to moving_left

  • Create a new empty sprite object, make it invisible and for each enemy pin this empty sprite on top of it and use it to compare if player jumped over the enemy.

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  • Glad that it helped.

  • It's probably because your sprite that has platform behaviour have more than one frame on its animation and each frame has its own collision points, so when it changes between the frames it gets stuck.

    I would suggest:

    Remove colision from this sprite.

    Create a new sprite and pin it to the sprite that has platform behaviour, just to handle the colision and use it with just one frame.

  • Try moving this child event, make it an independent event.

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klabundee

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