lionz's Recent Forum Activity

  • I figured it was like this. Grabbing an example file then asking people to expand on it is not a great way to learn Construct, it's better if you start yourself. If you share the file I could look at it but it's not going to really help you learn the engine long term, I am just tweaking someone else's tutorial.

  • You can use the Timer behaviour on the star and swap between two timers, on start of layout start timer 1. on timer 1 finished - start timer 2, on timer 2 finished start timer 1.

    To actually change the rotation you could use a variable on timer complete setting the variable between 0 and 1. So on timer 1 finished set var to 1, on timer 2 finished set var to 0. Then you can say if var=0 rotate one way and if var=1 rotate the other in a separate event.

  • The only option is to ignore all inputs ? Not sure what you mean by this. If you explain what behaviours you are using and what you are trying to do in the game then we can give more help.

  • Is the inventory you've shown an example file that someone else did ?

  • Depends on your events and how you made the inventory. You need to stop adding to inventory when there are no free spaces so you need to calculate this.

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  • Where's the visual representation of your events ?

  • So you are picking a player in the event which is expected and all you need, then when you run the action it assigns the player UID

  • Because when you assign the bullet variable the UID of the player then this is the owner of the bullet and the person who shot it.

  • When a player shoots, assign the bullet a variable which is the UID of the player.

    For bullet on collision with player to do damage, add a condition 'player.UID does not equal bullet.variable'

  • Depends on the specific scenario and what you are trying to achieve, but in general you could have a variable that is on/off and for example the up key only works if the variable is on (with a condition on the key press) and so you set the variable to off to disable the up key.

  • You could use a different object per gun. This will help fix the size, with image memory use and also in case you need to animate each gun later on. You can store the object name in variable for last gun and create it by name later on. Of course another option is to adjust the size of the object with actions based on whichever gun it is.

  • Why does it need to be separate ?

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lionz

Member since 5 Aug, 2013

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