lionz's Recent Forum Activity

  • Now I know what data you are storing it should be an array, you can link the levels to the array rows by instance variable.

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  • I would first deal with the initial halt logic before trying to implement the knight detecting other knights. It's not as easy as it sounds to do this kind of stuff for multiple enemies, sure it will work perfectly for one instance but then seem to break when you add more. You have to ensure the picking logic is sound, I usually do this with functions and you can pass UID through this to ensure you are picking the correct sprite. When a knight reaches the end of the level you need to then pick all knights and stop them. If the other issue is that knights move with the move variables and override the general halt logic then you need to add another variable with a condition that makes sure this logic isnt used when everyone has stopped.

  • "For example, I have game level map layout, whith level numbers as well as level completion progress."

    This can be stored as global variables or in an array. If you need any other advice you should give more details about the game and what data you are storing.

  • You would set angle to angle+1 every tick, something like this. Or you can make it an animation.

  • Oh right it's because you're using glove button object ? The gloves is what matters for the animation right haha. I don't use construct 2 anymore but you can open this in the free version of construct 3 to have a look.

    dropbox.com/s/pri091qpnilncxb/gloves.c3p

  • The bottom bit looks ok. The top line should be as I wrote it,

    sprite.animationframe = sprite.animationframecount-1. They are the two values. The action on the right of this which is currently empty should be set animation frame to 0

  • Instead of a global variable you need to use something called an instance variable on the skeleton object itself. This allows each skeleton to have their own health you can subtract, and then when skeleton.health is 0 only that one skeleton will be destroyed.

  • In one event : on any click,

    system compare 2 values, if sprite.animationframe = sprite.animationframecount-1 : set animationframe 0

    else set animationframe to sprite.animationframe+1

  • Difficult to tell if families are useful because I don't know how the game works. If they are separate objects then you can create by name and there is no use for families.

  • You answered your own question though, you know the co-ordinates are correct and it's just a visual thing because you scaled the layer, so what are you asking?

  • There's too much going on here and you cut off the top part of that important event in the screenshot. The first problem is that even though you run the function for each enemy, inside the function it doesn't automatically relate to that enemy, you need to pick it again inside the function by passing through a parameter. In the top event there are too many conditions really and is it running every tick? I cannot tell as you chopped off the top part of that event.

    Before you repeat you need to make sure it's running correctly one time for an enemy which it probably is not doing unless you have just one enemy in the level. What you could do is move everything inside the function, decrease the variable inside there. Run the function and send the enemy's UID through as a parameter, then inside the function pick the enemy from UID, and use a condition movement variable > 0 and loop through the movements.

  • Just duplicate the events and replace object with the other array, or use a new row/column of the same array

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lionz

Member since 5 Aug, 2013

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