lionz's Forum Posts

  • Oh I have never used pick highest but this would also work. I thought it was to do with z order :D

    You can use pick highest attack stat and before this have a condition that the enemy stat is greater than 10, less than 21. This will pick the highest of the 'remaining' enemy instances.

    In general I think the enemies should be different objects or you end up with a lot of animations on one object. If you want to pick all enemy objects together later you can use a Family of enemies.

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  • I think you would get more responses if the posts made sense, please explain clearly what you are looking for.

  • You can use a loop but not the one you mentioned, there is a system 'for each(ordered)' you can run through each enemy ordered by attack stat from high to low, so the first one it finds is the one you want.

  • Add with the condition a system 'for each exp'

  • Yes they will see the button but this is expected, there's no handling for the browser change really. As a player if you do that then it's on you.

  • Windows XP is as obsolete as Construct 2, come over to the light side my friend.

  • Which event did you try ? A system condition with distance and a for each exp should work.

  • Are the other turret events a secret ?

  • Isn't that what you had originally and you said it's no good ? I'm not sure if there is a condition for load game failed.

    It's generally known that if you change browser it's new data on a web game, or if you uninstall the mobile app then it wipes the local data.

  • Thanks again for the help, I'll ask the artist to get on this :)

  • I had success importing a TMX file for testing but the latest one sent to me by the artist shows an error on import and the tiles are corrupt. I'm not sure what is going wrong with the original export from Tiled.

    I am sharing the TMX and tileset image in case anyone can work out the cause of the error, maybe a Construct developer would be needed for this one and not the users so apologies if sharing this is useless.

    tileset image : dropbox.com/scl/fi/1fcljc5jedabo7mkf3t1e/Maltic.png

    tmx : dropbox.com/scl/fi/org87a0dsl082tdmwgce1/testmaltic1.tmx

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  • I would only put it between boss phases where there can be an obvious break or yes as you said use voice.

  • You described it like you are spawning the bullet 'on target acquired' which is a different condition. Let's see a screenshot of the events

  • Ok thanks for the info Diego! This is just a UX problem then, in my opinion the pop up implies the TSX is always optional. There's no info that the TSX is optional because it could be part of the TMX.

    Perhaps there could be some error message when you press load, that tells the user hey you need to add a TSX because no tileset info found in the TMX. As a user I am stuck pressing a load button that doesn't work with no reason why.

    I tried with a tileset embedded TMX and yes this was working as expected, only the image required.

  • Why when loading a tilemap using TMX and then an image file, does it say the TSX is optional with a tooltip but the 'Load' button is disabled until I use a TSX file? Maybe I'm doing it wrong, but I can't load a tilemap using only the TMX and an image.

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