lionz's Forum Posts

  • 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.

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  • 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.

  • 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.

  • 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.