lionz's Recent Forum Activity

  • Add to a global variable when you die and when it's 5 show the ad and set it back to 0

  • The condition for HP is running constantly probably you want to trigger the sequence once, you can add a Trigger Once or some other trigger event to make sure it runs once.

  • Yes it's what you thought because it's all happening in the same tick. There is a quick fix if you add Wait 0 seconds to the top of the 'on created' actions it will wait for the function to finish.

  • You will be needing the Persist behaviour. Add it to those objects and they stay destroyed when you return to the layout.

  • Add a system for each enemybox and you're good to go.

  • We don't know what's wrong either because you didn't say :D

  • Aight np good luck

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  • Hmm for the first hit you mentioned only animation (implying the animation is wrong but take damage state is still set) but the second hit you mentioned state, are you sure it's not that the state is wrong for both? That would make sense, it means the slide attack probably does something different to override the states but we can't see those events. Have a look at the slide attack and see if it would make the enemy change state to walking. Or if it's not that then it must be override from LOS, something that doesn't occur with melee attack for some reason but does with sliding attack.

  • So it is working then unless you hit them a second time? There's no mention of the invincibility thing in the screenshots. That trigger once you can remove it is redundant here and doesn't do much. If the problem is it is dying when it is meant to be invincible then need to see those events. Also waits are generally bad in functions, not sure if it's the problem here though, but you should remove the wait 0.1 seconds and replace the 2 second wait with a timer on the enemies and use on timer ended which is better.

    "The outcome is: During the first hit, the enemy flashes but goes back into attacking/walking state & animation depending on the usual conditions for those states. During the second hit, the enemy fades while going back into attacking/walking state & animation."

    So what are you expecting to happen if an enemy is hit while 'waiting for 2 seconds' and dies? Are they meant to be invincible while waiting? Not really understanding the game or the logic behind the waits.

  • You didn't tell us what the outcome is so it's more difficult to guess. I would debug the functions with some logging so you know what's being triggered. This could be a case where when you slide both of the boxes hit the enemy so it runs the function twice and conflicts. Or maybe the player states are wrong and it never triggers.

  • I don't really use the scripting but it's clear that you should learn how to use Construct 3 a bit first. I think this would be normal even if you are a javascript programmer coming to use Construct 3 because it has its own way of doing things.

    To create a grid of sprites you could use a nested for loop that creates sprite instances at positions that you then add to the X and Y on each iteration of the loop. Or you could build the grid in the editor from a sprite that can be invisible and then create your objects on top of that using events.

    If you mean hundreds of different objects then yes you need to add them, or you can have one sprite with the different animations depending on what type of game it is and if that's useful.

  • Use an array to store the data. Columns for name, volume and lane.

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lionz

Member since 5 Aug, 2013

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