lionz's Forum Posts

  • Need more info there on what you mean be combine enemies

  • In the sense of that working, yes individually. You can however put all objects into a Family and say cursor over Family set z elevation to 2 so this catches all of them in one event.

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  • Sounds like the line animation could be separate and you place it over the orb ? It's really that problematic to change the colour ?

  • You should be able to make a sub event on the collision with 'Pick Nth instance' where 0 and 1 instance are the two in the collision.

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  • The original Rayman looks like an animation for the character as a whole and when you punch out it spawns the fist as its own object.

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  • It's difficult because you need to pick enemy against enemy. The first enemy will be easy as it is enemy nearest to tower. Maybe you can use the co-ord of the enemy chosen and pick nearest enemy to the co-ord that is not the original enemy. Another way if it is more of an AOE type thing you could spawn a sprite that covers an area and puts lightning on any enemies touching the sprite.

  • You need to share the event where you actually pause the game for this to make sense. What is 'Pause' ? this is the pause menu or the pause button ?

  • If you right-click and invert the event this will act as a 'mouse not hovering button' event as noted by the red cross. For hovering with touch that's not really a thing is it, you just have 'in touch' which is finger touching the button

  • Need to see the events, screenshot or file

  • Why does the position of the questions matter and have to be different depending on the scene? In the video you shared the questions looks like they are on their own screen so you can just point the camera there every time ? Also you shared a successful example, so it's working ?

  • That's not bad either! You just need to remove the Else and bring the second event out of a sub event on its own. With the two separate events I think you should see it working.

  • There are different approaches. You could add an instance variable on the bullet to track where its spawned from so in your spawn bullet event directly under the spawn action you can set the bullet.var to tower.UID (the tower picked will be the one that is spawning the bullet)

    Now that the bullet has the UID of the spawning tower attached, on the collision with tower event you can add another condition bullet.var does not equal tower.UID, meaning the bullet will not be destroyed by the tower spawning it.

    As for being destroyed by the spawning tower later there are couple of ways. I used bouncing bullets in my game and I used another variable that tracks the number of bounces, so again on that same collision with tower event, with an action you can add 1 to this new numBounces var. Then you could add an event like if bounce > 0 set bullet.var (the UID check) to 9999 means it will now be destroyed when colliding with the spawning tower.

    There may be a simple way to do this with parent/child hierarchy but I've not used that functionality.