lionz's Forum Posts

  • Yeah it's like this but you need to run it one time, and also set the variable to 0 right before you run it.

  • This is a common issue where different animations are trying to play at once, in this case because you are moving I guess it is trying to play walk as well was walk+shoot. To fix you need to add more conditions, such as on the walk animation you can say 'walk+shoot is not playing', or 'shoot key is not down', something where the walk animation cannot play at the same time as walk+shoot

  • Pretty much what you said, for each pile, add to a global variable pile.gold. Did you not try it ?

  • These are the only two events ? Seems ok. Maybe check the collision box on the objects. Try a different action like target destroy on click to determine if the clicking is working, if the destroy works then this means your variables are being adjusted and forced elsewhere.

  • When I said above, use an array file and load it in, this is what I meant lol, good luck !

  • Didn't quite get the response, as I understood your game the 30 names are already stored in an array and when you click on an enemy it picks a random one from the 30, so array should be good.

  • Not sure about Dictionary ? maybe ? but I would do what you described in an array yep. You can push 30 names into the array on start of layout or you could use an array file and load it in.

  • I wouldn't use a separate array. I'm not fully understanding the cooldown concept but you can try a timer behaviour on the bar object. When you use the ability you start the timer. Then 'on timer' which is when it finishes you can run the ability again or whatever happens here.

  • Same as above but do this on a separate object, so the object which is using LOS and following the player would be invisible, the animations object which you can see is a separate one pinned to the other object and mirrors accordingly but does not have any of the set angle events.

  • If I remember correctly it would be function.call('getAvailableStars')

  • Anything that can be picked up you add to a Family, then you say cursor over family and pick nearest family etc.

  • You could use 'mouse cursor is over object' combined with 'pick nearest to mouse.x,mouse.y' to highlight one of them. Then when user clicks make it so the user always picks up the highlighted one.

  • Great!

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  • Add an Else to the 2nd and 3rd sub events

  • Whenever you receive the high score at the end of the game 'Punkte' you need to run the score changing one time only. The 3 conditions you have for comparing Punke to high score variables should be sub events in a single event that runs once. So whenever you receive the high score you run that event one time.