yamside's Recent Forum Activity

  • Yes I have, I can toggle it only at the start, but once, it not update var a to true again.

  • Thank you guys so much, I've solved this now. I use my enemy "foundTarget" bool to let it specify exactly what instance I mean to see and not see a player.

  • my bad, here is my full code. Mainly, I want my enemy to start an "attack" countdown timmer once it found the player in range and "peaceful" once it's not found a player. This function is not work in a red circle.

    winstreak

    I feel like it's not working with others instances in the same family, It works normally for the first one only but not for the second one. alextro

  • As the picture show, I can't make this condition work when I change b back from "true" to "false", value a still be "true", it should be updated to false too. Are there any conflicts between each family instance? or add-on I installed?

    I remember this simple condition used to be worked normally without any problem.

    It works when I remove trigger once condition, but I have to use it for my attack function.

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  • Edit: I found that it's not about the audio action, and sorry for my misunderstanding here it's actually randomly happened only to my old iphone.

  • Hi, I just got a discussion topic. Today I tested my game via my phone (iPhone 6+) and strangely found that when I hit an enemy and make it plays a hurt sound using Play at object, all of the sounds randomly start cracking and it was even worst for the next upcoming sounds.

    I also tried to analyze if a cloth moving or high-pitch sound overlapping with a low-frequency sound and audio with timescale caused this, but no. I figure out that using Play at position(Enemy.x, Enemy.Y) instead of Play at object solves this problem.

    I'm not sure if this is a bug or I don't know well about those two audio functions.

    "I tested on chrome & safari browser"

    "Enemy that I said is not a single sprite object, it is a family object type."

  • Every objects have its own Unique ID. You can use this to specify an enemy out from its family.

    In your case, if you want to specify crawler or wanderer from its family.

    Add sub event for each enemy and add a condition like Crawler.Pick By UID(Enemies.UID) and Wanderer.Pick By UID(Enemies.UID)

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yamside

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