lionz's Forum Posts

  • It's nice. The janitor is an interesting character... haha

  • How are you keeping score because you should be able to restart layout, the score should be an unaffected global variable.

  • Great, good luck! :)

  • That's the way to do it. Share the events you used or more info.

  • It's ok for the rock to teleport or it should move? You can set position to imagepoint 1 when you press the button and back to imagepoint 0 on animation finished. You can use pin to imagepoint. Create another imagepoint above him where you want the rock to go.

  • hmm let's see your events, i don't have time to make this

  • You could set more image points on the player object. Set the rock to the image point positions (player.imagepointx(1), player.imagepointy(1)) etc on the various actions.

  • Set bullet angle of motion, you dont want to set angle that is why it's flipping upside down. If you untick set angle, and use set angle of motion then it will just change the movement direction which is what you want.

  • Is the rock important to the gameplay? You can just make an animation of him carrying and lifting it.

  • The functions you posted look like they can be set to return type None though so shouldn't be a problem?

  • 19 you do in the same way, call as an action > functions. 25 you replace function.param(0)with the parameter that now appears as a kind of selectable variable in the list.

  • Some people run into a problem with picking instances in the same tick because they're not available to be picked yet. If your loop is running in the same tick without any waits then it might not be able to use the islands you have created for an overlap check so waiting for next tick or wait 0 seconds before calling the function each time may help. I believe it waits until the next top level event for instances to be made available so if this is all looping in sub events it may be the case. Also it may just be an issue with the picking conditions and 'family overlapping family' but I can't see the events so it's only guessing.

  • If you are referring to the source object then it will be from the origin image point by default in the centre so I don't see how that can be changed, if you are using that object then you can pin another sprite to the front of it and give that the line of sight.

    If you are referring to target object you can use line of sight to position object x,y minus half the width of the object, the only problem with this is you would need to alter logic depending on if its on the left or right side of the player, or above and below if that's possible. My approach is to add another image point to the front of the target object on the bounding box, you can then use line of sight to position object.imagepointx(1), object.imagepointy(1) which targets that new imagepoint and not the origin in the middle.

  • Set bullet angle of motion to 180 and untick 'Set Angle' in bullet behaviour

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  • You need to split the enemy on created logic and say depending on the stage(var) - set enemy instance health to a value. Or with tracking using a global var, you can set this at each stage and always say enemy on created set hp to global var.