lionz's Forum Posts

  • In Construct you have to link the event sheet to the layout. Select the game over layout (in the side bar) and you'll see in the properties that it has no event sheet instead of the expected game over event sheet.

  • The problem is you've split the data across two objects, everything should be on the enemybox, the other object which I assume is just the visual should have nothing except be in a container with the box and be created along with it. Put the data on just the one enemy object and all the problems go away. You should only need one enemy family as well which contains the boxes.

  • Not really understanding the problem here? If you want to create a specific enemy then you have to pick that enemy anyway, nothing to do with families. If the animation object is in a container with the enemy then great.

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  • You said the text changes after you press S so when you stop the conversation you need to set it back to its initial state.

  • Yes. When you pick enemies or enemybox you are not picking the container but the family. Families are good for some things but if you want to use a container better to pick the container objects.

    If you are going to use many objects then it looks like you don't need to make a separate enemybox object for enemies, you should just use one object. I don't know what its use is but I can't imagine you need different objects.

  • You can't use families here because they don't relate to the containers. You need to just set position for things that are in a container. You don't need to use the variables either because the containers already do the work of linking them.

  • Add to a global variable when you die and when it's 5 show the ad and set it back to 0

  • The condition for HP is running constantly probably you want to trigger the sequence once, you can add a Trigger Once or some other trigger event to make sure it runs once.

  • Yes it's what you thought because it's all happening in the same tick. There is a quick fix if you add Wait 0 seconds to the top of the 'on created' actions it will wait for the function to finish.

  • You will be needing the Persist behaviour. Add it to those objects and they stay destroyed when you return to the layout.

  • Add a system for each enemybox and you're good to go.

  • We don't know what's wrong either because you didn't say :D

  • Aight np good luck

  • Hmm for the first hit you mentioned only animation (implying the animation is wrong but take damage state is still set) but the second hit you mentioned state, are you sure it's not that the state is wrong for both? That would make sense, it means the slide attack probably does something different to override the states but we can't see those events. Have a look at the slide attack and see if it would make the enemy change state to walking. Or if it's not that then it must be override from LOS, something that doesn't occur with melee attack for some reason but does with sliding attack.

  • So it is working then unless you hit them a second time? There's no mention of the invincibility thing in the screenshots. That trigger once you can remove it is redundant here and doesn't do much. If the problem is it is dying when it is meant to be invincible then need to see those events. Also waits are generally bad in functions, not sure if it's the problem here though, but you should remove the wait 0.1 seconds and replace the 2 second wait with a timer on the enemies and use on timer ended which is better.

    "The outcome is: During the first hit, the enemy flashes but goes back into attacking/walking state & animation depending on the usual conditions for those states. During the second hit, the enemy fades while going back into attacking/walking state & animation."

    So what are you expecting to happen if an enemy is hit while 'waiting for 2 seconds' and dies? Are they meant to be invincible while waiting? Not really understanding the game or the logic behind the waits.