lionz's Forum Posts

  • This event shows the timer starting every tick so it's never going to finish. You just need one timer since the enemies spawn at the same time, so no need to use for each. You should have 'enemyspawner is on screen : start timer (with a trigger once)' but the timer can be on a random object. Then you say 'on timer : for each enemy spawner : spawn enemy'.

  • Yes so run it when the player levels up

  • It's an instance variable, if you prefer you can use a number that changes from 0 to 1 and they must both be 1, same thing.

  • Because you're running it constantly, you need to assign it once since that's the kind of mechanic you're going for.

  • You need to pick them outside of the family. You can now create an object by name so I guess you could try creating object choose(apple1,apple2).

  • What overlap are you referring to, do you mean when they can both be true? You can list the conditions in order from easy to hard so it always sets the hardest one meaning if you qualify for easy, hard, ultra it will set ultra and if you qualify only easy, hard but not ultra then it would set hard and ignore ultra etc.

  • You can set 2 boolean variables on the enemy, true or false depending on if its been hit by bullet A or bullet B. If both booleans are true when it dies then spawn 100 otherwise, 50.

  • If you take out the other logic you added and add mine in you should see it working. Player is not moving and animation hurt is not playing, play idle. Player is moving and animation hurt is not playing, play moving. The idea is that two animations shouldn't be trying to play at once which is why the freezing occurs. You have to make sure that no two events are true at once and the best way to avoid this is to keep the animation events very simple, also sometimes people use enable/disable groups to achieve this.

  • Yep just use a trigger rather than the system every X seconds. One where you can start the process again. I didn't see how you were doing the camera but maybe it can link in to that, on entry to that 'room' you could say.

  • Those events look a bit messy. You need to keep them tighter for animations or you'll have problems, keep the trigger events in the top level. Based on what you described you would need these events :

    - On take damage, play hurt animation

    - Player not moving and not hurt/hurt animation not playing, play idle animation

    - Player is moving and not hurt/hurt animation not playing, play move animation

  • Spawn the enemies using a trigger such as enemy spawner is on screen etc. Then also start a timer on the spawner using timer behaviour which spawns more enemies and repeats. Stop the timers when the enemy spawners are not on screen.

  • Make sure 'Set Angle' on bullet behaviour is not ticked. Then they will keep the same angle even when moving in different directions.

  • This is running constantly because you have 'is overlapping'. You can do it with critter on collision with dot, so it disables and starts the timer once.

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  • I took a look at the file and didn't see any issue. When score hits 6400 it noticeably speeds up but that's what you would want?

  • When they touch the middle sprite and bullet behaviour is disabled, you can start a timer on them, when this timer is finished you can then reset them. This is the timer behaviour not a wait.