lionz's Recent Forum Activity

  • I think 426 is setting picked to false on the newly select enemy instead of the previous one? The first 3 events probably need some kind of rework. I also don't think 425 and 426 should be checking at exactly the same time, from the logic anyway.

  • You could use the slider bar object and depending on its value you can change the volume of the game.

  • The logic affecting it is event 8, the inverted left mouse click button down. Not sure what you've tried to accomplish there but if you disable that logic it works.

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  • This looks like the sort of thing you want?

    If not, there should be something suitable in the addons section of the forums :

  • It's definitely possible. Others could contribute the discussion on the best way to pull it off but you could do it by way of sprite animations to show the movement. It looks like it could even be done by having one object move to the left as the other is moving to the left. Construct 2 incorporates many of the mobile inputs like touch, hold, drag & drop. These could be useful. The 'one at a time' looks like it could be done by simply moving objects across the screen using X,Y movement and then make use of layers to make sure that the ones moving off screen are no longer visible. There will be many ways to do this kind of thing. I was taking a look at the 3D carousel style where the objects are in a kind of ring where the one in view is biggest, this can be achieved with slider bar objects and increasing size as it comes closer to the centre. For the 'autoplay' there are timers or 'every x seconds' events to achieve this. C2 is without a doubt capable of making all of these things.

  • Yeah it's possible. You could even simulate one of those 3D looking ones.

  • Yes I helped with the stamina bar too, I recognised the project. Just PM if you need help they're only little fixes.

  • The solution is in here somewhere

  • You're not wrong, this is so confusing. Are you trying to build the whole game in one layout? That's what it reads like but there's no need to do that. The tilemap will always be fine performance-wise as long as you don't use it to display large images. You mention 'draw' a lot so I assume you are concerned about performance issues around loading so many tiles. The game will only load a layout at a time, so just do one level per layout, should be fine?

  • 1. Line Of Sight > Set Range

    2. The light thing is because you have it set on the UI layer with a different parallax to Game. If you put it on Game layer it will move with the player properly, or move it to another layer etc

    3. The enemies seem to avoid the walls and stuff. If you mean with each other then the solution could be here

  • Have to make a save game :

    https://www.scirra.com/tutorials/526/ho ... -savegames

  • I don't seem to be able to access the capx but :

    1. Line Of Sight > Set Range

    3. Line Of Sight > Add Obstacle

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lionz

Member since 5 Aug, 2013

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