lionz's Forum Posts

  • Depends on what the events are for firing. For example if the global variable is now 2 and fires ice then you change the damage variable under the events for GV=2.

  • > You could have a global variable number and add 1 to it when you press right, subtract 1 when you press left presumably. Then in other events you have conditions GV=1 - set ability 1, GV=2 set ability 2 etc. If you have bullets shown in game, based on GV you can set the animation of the bullet and damage stats etc.

    If possible could you show an example of this?

    dropbox.com/s/pyxsk38qlbzc1mw/change%20ability.c3p

  • The explanation isn't great and we can't see what you're seeing so have to imagine it. Guessing though, you could give enemies an instance variable numbered 0,1,2,3 etc and use a global variable alongside it. Always point the view at the enemy where the instance variable matches the global variable. If you're moving left/right with the keyboard you can subtract/add 1 from the GV. So if GV=1 it points at the enemy where enemy.variable=1

  • There's a pick nearest condition, use that and then the distance(obj1,obj2) expression.

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  • If you really must turn off that condition then sure use a variable so the enemy can't be picked.

  • That's just what it does if you opt in to use the beta releases I don't think there's a way around it. You must be going to the launch page too much if you find it frustrating, just keep the editor open.

  • What you're describing is a multiplayer game, no? You need to build one, check out the example projects that come with Construct there are a few multiplayer game examples.

  • Multiplayer plugin, check the manual

  • Nope but I'm interested to know what the duplicate events are for tilemaps sprites and 9patches

  • It's normal in Construct to have an initial instance somewhere then when you create a new instance it takes the data from it.

  • What's the behaviour? That's a still image

  • Don't use variables just apply the actions directly to the key presses. If two events are true at the same time you add more conditions on the left such as 'is not jumping' to a walk or run event, this means it will play walk or run only when you are not jumping. So now when you jump the jump animation will play even if you are walking and jumping etc

  • Do you mean frames of one animation? Multiple animations for health seems strange but we can't see your game. If it was one animation for a health bar that changes when hit you can have an instance variable that matches the frame number of the animation and increase it by 1 when the object gets hit.

  • Great :)

  • What do you mean by 'actual collisions'? If the collision box touches the other collision box then it's a collision. Said collision too many times not sure if collision is a word anymore.