lionz's Forum Posts

  • 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.

  • You didn't tell us what the outcome is so it's more difficult to guess. I would debug the functions with some logging so you know what's being triggered. This could be a case where when you slide both of the boxes hit the enemy so it runs the function twice and conflicts. Or maybe the player states are wrong and it never triggers.

  • I don't really use the scripting but it's clear that you should learn how to use Construct 3 a bit first. I think this would be normal even if you are a javascript programmer coming to use Construct 3 because it has its own way of doing things.

    To create a grid of sprites you could use a nested for loop that creates sprite instances at positions that you then add to the X and Y on each iteration of the loop. Or you could build the grid in the editor from a sprite that can be invisible and then create your objects on top of that using events.

    If you mean hundreds of different objects then yes you need to add them, or you can have one sprite with the different animations depending on what type of game it is and if that's useful.

  • Use an array to store the data. Columns for name, volume and lane.

  • If it's using bullet behaviour you can set the angle of motion

  • You can set the direction of the bullet yourself, can use 'set angle toward position' of the player when it spawns.

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  • There's a checkbox on the behaviour called Rotate, uncheck the box

  • That's great :)

  • You are looking at conditions (left side), the things you are describing are actions (right side)

  • Above the add 1 action, add a Wait and use loopindex*0.5 seconds

  • Hi, not sure what you meant with the example. If you need an example I made a quick one here so you can see what I mean. :)

    dropbox.com/s/v19ofeypt46vlf9/chats.c3p

  • If you leave events open like that they run constantly in Construct (or every tick as it's referred to). You can add a Trigger Once condition under System, or some other condition that causes it to trigger once like a trigger event, key press etc.

  • You can do whatever you want up to 50 events

  • Make the LOS a cone in front of the enemy instead of a circle with 'cone of view'. Something like a 45 degree size might do.

  • You compare the angle of playerbox but the angle is always 0. There are other ways to compare like X,Y position or the tilemovement grid position.