lionz's Forum Posts

  • There is 'Stop All'...

  • On its own it will do it constantly. You need to have it as a sub event under 'on start of layout', so press S on the 'on start of layout' event and add the logic there as a sub event so it triggers once on start of layout.

  • There is a system 'pick a random instance', then choose the object as family.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • You have a global variable value which is the current shortest time. At the end of a level you compare the level time with the current shortest time. If the level time is less than the current shortest time then that becomes the new current shortest time.

    The current shortest time initial value can start initially as a high value e.g. 9999 so when the player sets their first time it is always going to become the new shortest time.

  • Wait for signal is just stopping events until a "tag" is called. Did you check the documentation and examples here :

    construct.net/en/tutorials/how-to-use-the-system-wait-action-63

  • Is it resolved now with my other comment?

  • Mmmm looking good, I added it to my wishlist. Good luck with it!

  • You only include an event sheet on an event sheet, it allows you to use the logic from one event sheet with another so they are linked, groups are not relevant here.

  • Maham Imtiaz

    since there are 3 guns, it doesn't know which gun you are referring to when you try to set the angle.

    event 27 will have all the guns spawn a bullet, but events 28 to 30 still have all guns picked so it will probably use the first instance's angle.

    you need to add a "For each Firegun", then have each one spawn a bullet separately so you can check the animation frame and set the angle properly.

    we established it's one gun

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You can just use a global variable to toggle it off if you want. var is 0 as initial value. On every 1.0 seconds you have another condition if var=1. Then you have following events : on Play clicked, set var to 1 (starts the timer) If total_seconds=0, set var to 0 (stops the timer)

  • You can use vector x on platform behaviour for this, so if enemy collides with you from the right side you would say player set vector x to self.x-20 or something. The 20 is number of pixels so you use this to adjust how far you are knocked back.

  • On the bullet's bullet behaviour set Set Angle to 'Yes' (ticked). Logic looks fine, you changed the bullet's angle but the bullet behaviour is probably not using the angle as the angle of motion. Alternatively you can use bullet set bullet angle of motion instead of set angle, if that's not too confusing.

  • It needs a better tutorial. The way that tons of information is thrown at you is annoying, I start the first level and get introduced to every menu all at once. You can't really expect a player to jump into the gameplay and instantly know what everything does, better designed if you guide them through it. The information for all those circle icons was ridiculous. The first castle has too much health as well, very tedious.