lionz's Forum Posts

  • You could divide the damage amount by 100 then multiply by the percentage, so if damage was 60 and it was a 200% critical strike = 60/100=0.6*200 = 120. Later if a crit strike does 300% damage then 60/100=0.6*300 = 180.

  • You use the tokenat() expression for this, so for example tokenat(cat,0,"") is C, tokenat(cat,1,"") is A, tokenat(cat,2,"") is T. Check the manual for more info!

    To have it fill every 5 seconds you would use a variable for the middle value, the index, and every 5 seconds print tokenat(cat,var,"") then add 1 to the variable for next time.

  • I thought the app stores tracked purchases, should you be using local storage?

  • So I read the manual and it is very obscure because it doesn't tell you what to actually do.

    https://www.construct.net/en/make-games/manuals/construct-3/plugin-reference/button

    What do you put in "id" and what do you put in "class" to actually make the button bigger?

    Examples would really help.

    Construct is not great for CSS, just make your own. Use the html button object if you just want a standard button like on a web page.

  • Actually it wasn't that it was the wait feature or timer it was just one thing it was the fact that the cooldown system used a local number and it started working as intended after it was switched to a global number. Weird

    I don't see how that's correct, if you use a global variable instead it would still be broken in the same way. But to be honest you never mentioned how it was broken in the original post.

  • I'll guess, on your event enemy is overlapping char, take damage from char, you can add a sub event - if enemy is defense / subtract less or no damage else subtract the normal damage.

  • Looks like the 'bug' is that the behaviour called fadein is stuck in fade out phase rather than Done once it completes. If you want to do this kind of behaviour feel free to make a function that reduces or increases the opacity over time because that seems incapable of going wrong. What you've done here is a bit hacky and I don't know how to override the pending fade out.

  • Looks like a 3D game to me, I don't think that would be possible but there are 3D game engines out there.

  • Assuming they are destroyed when leaving the screen you have expression Object.Count, this is the number of them that exist. So you can start to trigger events when Leaf.Count=0 or Raindrop.Count=0

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  • Not anything in the game caused the enemies to go back to animation 1. I believe the issue was caused by the hunter's attack, which causes them to switch to a certain frame. Anyway, fixed it by adding a 'dead' variable.

    Exactly, most of the time it's caused by a conflict with other animation events. Try to get them to work as independently as possible and it will minimize the bugs.

  • I made it so it all happens in one event but whenever I test it it always shoots nonstop so the cooldown didn't work the only thing that can stop the gun is just making the local number 0 but that part makes sense

    It should work fine, did you put the subtract after the wait ? When you press the key it locks out straight away by changing the variable so you shouldn't be able to spam it.

  • The second event stacks while its waiting because it's running every tick. I think add a trigger once ? Or probably a better option is to put those actions in the first event - subtract 1, wait 3 seconds, add 1.

  • Ok restarts, and if that's the only place where you play the death animation then add some logging to the events to check if maybe something is colliding more than once that you don't expect. You can add Browser object and use log to print something in console, you can narrow it down to see if collision is happening more than once however I wouldn't expect so since Animation 1 needs to be playing to trigger the death animation.

  • " the animation will start from the beginning partway through the animation. " is that a typo or just confusing phrasing? There is nothing obviously wrong with the events in the screenshot, the bug is probably caused by the other events, a conflict of trying to playing different animations at the same time, it's a common problem.

    Your event relies on 'Animation 1' to be playing but there's no indication that you stop it from forcing 'Animation 1', however we cannot see the other events. If you can't work out where the conflict is with the events then better to share the project file for someone to take a look.

  • The point of saving is so that the data isn't lost, not sure what you mean? You don't trust the save method?