lionz's Recent Forum Activity

  • Not anything in the game caused the enemies to go back to animation 1. I believe the issue was caused by the hunter's attack, which causes them to switch to a certain frame. Anyway, fixed it by adding a 'dead' variable.

    Exactly, most of the time it's caused by a conflict with other animation events. Try to get them to work as independently as possible and it will minimize the bugs.

  • I made it so it all happens in one event but whenever I test it it always shoots nonstop so the cooldown didn't work the only thing that can stop the gun is just making the local number 0 but that part makes sense

    It should work fine, did you put the subtract after the wait ? When you press the key it locks out straight away by changing the variable so you shouldn't be able to spam it.

  • The second event stacks while its waiting because it's running every tick. I think add a trigger once ? Or probably a better option is to put those actions in the first event - subtract 1, wait 3 seconds, add 1.

  • Ok restarts, and if that's the only place where you play the death animation then add some logging to the events to check if maybe something is colliding more than once that you don't expect. You can add Browser object and use log to print something in console, you can narrow it down to see if collision is happening more than once however I wouldn't expect so since Animation 1 needs to be playing to trigger the death animation.

  • " the animation will start from the beginning partway through the animation. " is that a typo or just confusing phrasing? There is nothing obviously wrong with the events in the screenshot, the bug is probably caused by the other events, a conflict of trying to playing different animations at the same time, it's a common problem.

    Your event relies on 'Animation 1' to be playing but there's no indication that you stop it from forcing 'Animation 1', however we cannot see the other events. If you can't work out where the conflict is with the events then better to share the project file for someone to take a look.

  • The point of saving is so that the data isn't lost, not sure what you mean? You don't trust the save method?

  • There is a Stop audio action. It's up to you to make sure you are not triggering Start audio twice.

  • Do you mean the html object 'Button' because then I don't think it's possible. You can make your own with a Sprite and Text object on top of it, and the Text you can customize as much as you want.

    • Post link icon

    For the background you can add a Tiled Background object or a Sprite with an image. When you collect an item you can add 1 to a global variable, when the global variable equals a value (total number of items you expect) then you could trigger a particle effect.

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  • I am not saying this is the best method to use but the way I would do it in my game is to create the object, then check if it is overlapping an object - if true then destroy it and create the object again. You would repeat this until the overlap check is false.

  • I think I understand the problem. When you use mouse cursor over object it picks the single instance of the object for the actions, so it will only apply destroy to the one the mouse is over.

    To fix you can create a sub-event 'System > Pick all distraction objects'. This opens up all of your instances to be picked again. Then if you apply destroy action from this sub-event it will destroy all of the instances.

    The reason it works with destroying the good ones is because good object was not picked on the left with cursor action, so it did not narrow the selection. So this will automatically destroy all good objects because you did not specify, so that's fine.

  • If you explain what is an object bank :)

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lionz

Member since 5 Aug, 2013

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