lionz's Forum Posts

  • It is identical to the animals one pretty much, you have cells for each level that are set to 0 or 1 depending on if they are unlocked. The variable on padlock object is used to check whether its own value is a 0 or a 1 at a position in the array. curLocation is used to unlock the next level when you finish the current level and return to level select.

  • When you use the events above it is already picking the enemy to place the crosshair so that should work automatically with an action. Turning the player is setting the character to mirrored or not mirrored depending on left or right button press.

  • Can we see a screenshot of your movement animation events?

  • Add a trigger once to the event. Also you may have other animations that overrule the death animation, this is a common issue people come across, usually something like an idle animation is trying to play at the same time. You should make sure other animations cannot be true, such as adding a condition to an idle animation event 'death animation is not playing' or something similar.

  • If you use the expression distance(enemy.x,enemy.y,wall.x,wall.y) this will give the value of the distance between the two and I guess the size value for the laser.

  • Explain how the game works then I can help with events

  • The events you have now should work with a sprite, it will face the same way as the laser.

  • Looks like particles are better for spray in a direction, it doesn't rotate the original image. Better to use sprites as you mentioned above.

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  • Do you mean you are using default control with arrow keys? If you want to implement things like dashes you'll need to create movement events, even if it is identical to the default controls such as right key is down then simulate control right. Then within these events you can add conditions such as 'is not dashing'. When you said simpler solution what did you have in mind? You created a few events to dash on key press, to make an event to move left and right on key press is just 2 simple events.

  • You have already created a variable 'state', you can use this as a condition on your movement events, if 'not' in state dashing. This will block out movement while dashing.

  • Rotating the particle object should help because it's the angle of the particle object that you need to change for the direction. When you spawn it, set the angle also with an action.

  • If you create them later on for the first time it can sometimes cause lag. You can have them in the layout already at the start and destroy them.

  • Disable 'Diagonals' on the behaviour properties

  • Instead of using waits try using 'on animation finished' so when attack is finished it returns to idle. If you have other animation events they can conflict with this one if more than one is true at the same time.

  • Because the timer behaviour should be on the enemy, not the object that spawns. Then you can use it to pick the enemy properly in event 7 where timer is not running.