lionz's Forum Posts

  • I thought you said you had done it but you couldn't put all objects into one family?

  • They should all be sprites and you can put them in one family

  • There's a system condition pick nearest instance, so you can pick all instances that are overlapping the hitbox which is what you currently have, then you can limit further in a sub event with pick nearest to player.

  • It should hit one enemy, which enemy? It depends on that really.

  • You can move the bullet behaviour to the Family object level. You will need to if you want to run actions for the Family.

  • Ok to rephrase, remove the Wait and destroy, create another event 'on animation explosion finished' > destroy

  • Change your event to 'on explosion animation finished' > destroy

  • As mentioned above the container won't work, the easy solution you're looking for is to make it one object. The behaviours can go on the Family object.

  • There is a fairly new feature called Hierarchy but I don't see it in use in your project. I've not used it myself and not sure if it's required here. As far as I can tell it's more for animations in a scene. I would create one Family for 'Enemy' and add all behaviours, anything else is overcomplicating it.

  • Wait I just noticed you are picking Enemies then trying to play an animation on a different object EnemyAnimations, that isn't going to work as they don't relate to each other, and putting them in a container isn't going to work as you are using families. You should use one Family object for Enemies.

  • Get rid of the trigger once, also the Else. Use an event 'move to is not moving' for the Idle animation. Can't see the original file but if you had a problem with picking, adding a trigger once was not the fix.

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  • On item get - get item, isn't that a weird loop? I dunno if that has a strange outcome

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  • Do you need tween? What is this specific way you need to move the enemy?

  • 'On object clicked' is enough to select the specific instance. Any actions such as creating the star then apply to that instance. To stick it you can use the 'Pin' behaviour.