lionz's Forum Posts

  • Does the animation name on the char look correct? You can see in debug which animation it is trying to play.

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  • There are many approaches to this. You can relate the button to the eyes object then you can say on button clicked, subtract eyes.price with a condition where you relate button to eyes such as 'eyes is overlapping button'. You could also try something clever with matching IDs where eyes and its related button have the same ID variable and use this as a condition instead.

    Also on the eyes object I would add a string instance variable for the eye colour then you can limit all those set eyecolour events to one which would be set global variable EyeColor to eyes_UI.eyecolour(the instance variable). So rather than set a value based on animation frame, you can set the global variable based on information on the eyes object itself.

  • Are you selecting the correct object in the event? Do you have other 'set mirrored' events that can interfere with it? Can you share a screenshot of the events?

  • Can't really go wrong with those two events, what is it doing exactly?

  • Don't use tiled background with huge images. The starting layout looks about 200mb memory usage, should be below 100 really as a target.

  • Thank you so much lions!

    I have read many of your posts about various things, thank you for being so helpful and generally awesome. :)

    No problem, glad it was useful :)

  • That event will only update the text once, at the start of the layout. Try every tick condition. Or you could even add it under the add 1 to variable action in the same event, that would also work.

  • Nice :) looks good. I would make a habit out of picking with the object and not go for those solo system conditions.

  • When you use 2 families to determine factions surely you still have to use a variable to determine faction A and B because all objects are in both families and you would be picking all objects in the game when you say 'family' regardless of faction. So you just need one family with the instance variable for faction.

  • On destroyed should be instead of the system condition pick the spawn zone and say spawnzone.UID = enemy.var

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  • Those events need changing a bit. Get rid of the on created events. On the top event where you spawn the object here you should set the enemy variable to spawnzone.UID and also add 1 to the spawn zone variable. Also you need to get used to pick conditions with objects not System. Use the object and use compare variable.

    To explain the problem in more detail - when you use enemy on created : set variable to spawnpoint.UID again you haven't picked a spawnpoint. It doesn't assume the one it spawned from when it is a new event. You should try and do as much as possible in the event where the instances were picked.

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