dop2000's Forum Posts

  • Do you use "Apply impulse" action on Enemy object? Have you tried a bigger value, say 1000? (just to test)

    Are you sure the Enemy has physics enabled at the moment of collision, is not Immovable etc?

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  • There are a few plugins you can try:

    free -

    commercial -

    Full list -

  • Anyone?

  • Normally this shouldn't happen. Did any other apps on your phone lose their saved data?

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  • TextBox over a button? This will look ugly as hell <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Or did you mean Text object?

    You should add Text and Sprite into the same container. Then when you spawn a new sprite, its text will be created automatically.

    Also they will be logically linked to each other. When you pick a sprite instance (for example in On Clicked event), its text will be picked as well.

    You can also use the native Button object and style it with CSS:

    https://www.scirra.com/tutorials/1283/c ... -textboxes

  • gameba

    I reported this bug just a few days ago:

    In your first event instead of "System->Pick" use "RedSprite->Compare variable" and then the or-block will work correctly.

  • Not sure what you mean.

    If this was my game, I would probably use Timer a lot.

    Run a recurring timer on each enemy, say for random(1,2) seconds.

    So every 1-2 second on timer event I'd check different LOS (attack, notice etc) and adjust enemy's current action if something has changed since previous timer event.

    For example if this enemy is attacking, check LOS_Attack, if it's true, continue attacking. Otherwise check LOS_Notice, if it's true, stop attacking and start chasing. And so on..

  • "Wait" shouldn't be used here.

    Try the Timer behavior. Add it to some object (background sprite or something).

    On click -> Start Timer "HideLayer" for 5 seconds (once)

    Sprite On Timer "HideLayer" -> Set layer invisible

    If player clicks several times, the timer will be restarted every time for 5 seconds.

    Another way to do it is to use system expression "time". Add a variable hideLayerTime, then add these events:

    On click -> Set hideLayerTime to (time+5)

    Compare variable hideLayerTime is Less than (time) -> Set layer invisible

    System Trigger once

  • Use groups activation/deactivation.

    Make several groups - Menu Controls, Code Input, Box Selection etc.

    Move all keyboard events for Menu navigation to Menu Controls.

    Move all keyboard events for entering code to Code Input.

    Move all keyboard events for selecting boxes to Box Selection.

    Keep only one group active at a time.

    When player is in the menu, enable Menu Controls and disable Code Input and Box Selection groups.

    When player is about to input code, enable Code Input, disable other two.

    Or you can do this with variables, global or instance. For example:

    On keyboard A Pressed
        Compare variable currentAction="menu" ->   navigate left in the menu
        
        Compare variable currentAction="boxes" ->   move to the left box
    
        Compare variable currentAction="code" ->   input "A" into the code
    [/code:7yjo2vtv]
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  • It does work. If you run the game in Debug mode, you'll see that IsSprinting is changing to 1. And the animation runs faster.

    The 8direction maximum speed doesn't change probably because it's set to 250 again in event #39 or somewhere else in the code.

    By the way, you don't have to disable "PlayerStamina>SprintVal" condition, I forgot to re-enable it before making the screenshot.

  • Don't put groups inside of events. Events should be inside groups, not the other way around.

    If you change your code to this it will start working:

    I don't know why you don't have this issue with other skills, but I recommend to do the same for all other groups currently nested inside of events.