lionz's Forum Posts

  • Pick nearest and grab UID, then do for each instance, where instance does not = UID.

  • This looks fine? You can't use one family because of picking issues. If this works then I say fine.

  • Wherever the action is for changing the variable you add the action for the flash

  • It's because your idle animation is overriding it, you already have conditions for idle which are when A is not down and when D is not down, you need one for when M is not down.

  • I think the actions shown there would still work but the events below wouldn't be able to pick the sprite because of an availability thing. I'm guessing those 3 actions work and it breaks with the event conditions loopindex=0 and below?

  • Without looking at the file and since you asked I am going to guess yes that is the reason. You should add conditions to make sure more than one animation isn't true at the same time, for example play run animation when not dodging.

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  • 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.