kriand's Recent Forum Activity

  • There is nothing wrong with my suggestion and I advise you to implement it. Reduce a variable every second, just to put it back in the next step does not make sense. And still the error on your screenshots is not recognizable. We need more info or at best you share your project.

  • Every second you subtract 1 from your variable without any other condition, of course it will continue to count down. Add another condition like 'Variable > 0' or 'Flymo STATE is not AWAKE'. Then you dont need the 'trigger once' condition in the other event.

    Why the variable does not take the value of your event is not visible on the screenshot. The error must be somewhere else.

  • When i disable this action, it stops crashing. It is because SpeedRegulator is set to 0, so you want to divide a value by 0 which is infinit. Set SpeedRegulator to some other value.

  • You have to use cloud storage (Onedrive, Google Drive, Dropbox...) to share a file.

  • Just tested it with 'Repeat 1000 times' and adding some keys similar to yours. The preview is running fine. Maybe sharing your project can help to find a solution.

  • In the editor the viewport will always stay top left. You can build your stage like you want. Give your player sprite the 'ScrollTo' behavior and the viewport automatically moves to the player after the layout starts.

  • When does the loop start? As you describe it, the loop would go through every tick. Or is this event under 'On Start of Layout'?

  • You can do it like this:

    I used ImagePoint 1 as the Center of the Player because the Origin is at the bottom.

    File: 1drv.ms/u/s!Ap_-qxoGKbDchAMg99ldnSwrq9XV (made with C3 editor.construct.net )

  • Make the walls the platform is easy. The Platform behavior has the action "Set angle of gravity". The harder part is to always trigger the change correctly.

  • Easiest way would be to put both objects into a container. Then both objects are bound together and always refer to the 'container partner'. As your code is now, you always refer to all objects without specifying which belong together. I suspect in this case Construct will automatically choose the objects that are closest to each other.

  • I can only advise against using Wait like this. Imagine, the enemy plays the IDLE animation and the Wait command starts. Exactly at this moment you inflict damage on the enemy and a corresponding animation / movement starts. This would be interrupted as soon as the Wait command has expired and the enemy suddenly plays the WALK animation and runs away in one direction. All events that start during the Wait command can be interrupted shortly afterwards.

    If I remember correctly, I've given you an example with the timer behavior. You should use this behavior, since you can also cancel timers at will, or specify further conditions for triggering them.

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  • According to your code, you activate the motion simulation for one tick every x seconds. By comparison, how far would a car go if you hit the accelerator for 0.016 seconds?

    Pathfinding also works outside the visible area, but not outside the layout, which you probably mean. In this case, you can also enlarge your layout and fix the camera in the middle. Then you can also spawn opponents out of the field of view and move them with pathfinding.

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kriand

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Member since 28 Mar, 2017

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