lionz's Forum Posts

  • You need to set the angle of motion of the bullet, if you have 'set angle' ticked on the bullet behaviour then you can use set angle to 0 for right and set angle to 180 for left

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  • So there is nothing to cancel, you don't have a plan

  • So what's the question or problem ?

  • My approach would be to add an instance var to 'A'. Then you say for each 'A', 'A' is overlapping 'B', set 'A'.variable to 'B'.pickedcount.

  • This is determined by the collision box, so open that sprite in image editor and check the shape of the collision.

  • Import the animation again :D

  • Share the events ?

  • Well, yes it is the tween. It adjusts the z elevation over time which in this makes it look like it is moving forwards/backwards

  • End of layout triggers when you are going to a different layout so why would you expect to restart or see the current one has restarted ?

  • It's not really a noob question because you've started by taking an advanced template and tried to tweak it but this is not really the way to learn Construct.

    From what I can see your bullet is using 'animation speed', when it should be using the variable 'speed' which comes from the Family so you have to add waspbullet to the Family and use 'speed'.

    For the movement of the enemy it is up to you but you will notice the ship is using 8 direction, not something you mentioned or tried yet, so enemies could use 8 direction also and move about the screen.

  • You first need to set up your own controls rather than default, then you can disable the key assigned to accelerate with a variable. For future posts please add more info in the initial post such as I am using the Car behaviour.

  • Add to a global variable which is the score then say, on the left conditions system compare variable, score great than some value, then on the right side actions, go to layout 'next level'

  • That event for setting the variable is on its own running constantly, that's meant to be a sub event right ? Or show us the full event

  • On the condition add globalvar=0 and a trigger once, then at the top of the actions set globalvar to 1 and at the bottom of the actions set global var to 0.

  • Try 'Persist' behaviour on the object. This means it will remain destroyed when you re-enter the game.