ambellew's Recent Forum Activity

  • Thanks! Adding the trigger once to the jump state solved the issue. wouldn't the same be true on falling? The attack still overrides the falling animation without a trigger once condition.

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  • The attack is ahead of the jump in the sequence though I've tried it both ways. The attack overrides all the other animations you see here except the jump.

  • I have an instance variable for state on my player. When the player is moving state = run. When stopped state = idle, and so on. When in a certain state, a respective animation is set to play corresponding to the state.

    When the space button is pressed, the state is set to attack. This seems to override all everything which is what I want. When the player is running and space is pressed, the run state/animation is overridden by the attack state/animation. However, it's not working that way for jump. Not sure what I'm doing wrong but have tried a few things and can't get it to change the jump animation to the attack animation. (it even works while the player is fallen)

    Appreciate any help anyone is willing to provide.

  • Thanks, that worked exactly how I needed it to! once I added the hidden turret to the flying enemy container I didn't have to add any other conditions. It automatically destroyed both single instances of the enemy and turret when the enemy was destroyed.

  • I have an flying enemy moving back and forth with sine behavior. I have a attached a hidden turret to it (so that the enemy doesn't show rotations while it's floating back and forth). I set the hidden turret sprite to be destroyed when the flying enemy is destroyed. This destroys all hidden turrets (even though only that one instance of flying enemy is destroyed). How do I only destroy the instance of hidden turret that is attached to the image point of that flying enemy?

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ambellew

Member since 31 Dec, 2020

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