lionz's Forum Posts

  • So you are picking a player in the event which is expected and all you need, then when you run the action it assigns the player UID

  • Because when you assign the bullet variable the UID of the player then this is the owner of the bullet and the person who shot it.

  • When a player shoots, assign the bullet a variable which is the UID of the player.

    For bullet on collision with player to do damage, add a condition 'player.UID does not equal bullet.variable'

  • Depends on the specific scenario and what you are trying to achieve, but in general you could have a variable that is on/off and for example the up key only works if the variable is on (with a condition on the key press) and so you set the variable to off to disable the up key.

  • You could use a different object per gun. This will help fix the size, with image memory use and also in case you need to animate each gun later on. You can store the object name in variable for last gun and create it by name later on. Of course another option is to adjust the size of the object with actions based on whichever gun it is.

  • Why does it need to be separate ?

  • You can use a combination of 'on created' and then as an action either put a wait or use timer behaviour. You can toggle ability to rotate with a variable, so rotate clockwise only while var=1, so the object initially has var=0 then after the wait or the timer you set the var to 1.

  • You can make the objects global or put them on a global layer, then they move into the next layout in the same place

  • I just bought a mac so I can create some iOS builds on C3, I'll let you know if it's easy and maybe you can think about subscribing for C3.

  • Well Construct 2 is retired and you're posting in the wrong section. As I recall you could export a Cordova build with Construct 2.

  • Nice! I mean you can keep the counter attack in of course, it's not my game. For me though it seemed like an automatic instakill so it was like the game is about parrying only. Maybe you can try release the demo on Steam and then build the game up, you can try getting a community that way though I imagine its hard to build any community. I don't know much about itch and if people will be playing it at all so maybe it's fine on there, good luck!

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  • It's this 'I also tried using "set bullet angle of motion" & turned off "Set Angle" for bullet behavior' but I guess your angle of motion is set to 0 for some reason.

  • Usual fix for this is to put Ball in a Family, and for the level variable make it a Family variable, then you can pick the two objects individually one is Ball and the other is Family, so Ball on collision with Family, if ball.level = family.level etc

  • No problem, and for Families they are used for when you want to minimize events by grouping and picking different objects as one object. To pick an individual object from the Family you should go back to the individual object as no use for Family there.

  • The instance variable idea is only for the text, on each object you have a string variable where you type the text in the editor. Then when you play the game it will set the text to this string. No need for screenshot it is just one condition and two actions, mouse over Family : set text object position to Family.x family.y and set text to family.variable (the variable needs to be typed on the object itself in the editor). Try it and post a screenshot if it went wrong.