lionz's Forum Posts

  • I did some investigation. It's because you don't update HP_Max until the enemy dies once. The initial HP_Max is 0 so your calculation for starting animation frame always ends up as 0.

  • I think the array is possible but if you are going for a game as in depth as mewnbase it could create problems. Looks like you were on the right track with it though :) but yes objects are a bit easier.

  • Ya this is why I mentioned on the mewnbase post that putting the whole game into an array could become pretty complex, it's possible though. Also have you thought of using letters or words instead of numbers in the array? Might be easier to see things but of course you know what the numbers refer to so maybe it's fine.

    Depending on how the power works you could run something like, when you right click to remove a connecting tile, get its X and run everything across that x-1 looking for green tiles and set them to red. Then also go for x+1 until you stop finding a green tile and set them to red as you go. But then again I don't know how the power sources work really, if you remove a middle one but it can still be powered from the right by another generator then that won't work as they would remain green. You'll have to come up with something that you want in relation to the proper game design.

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  • What didn't work? I opened your file and added stop animation under disable platform and it's fixed, because the problem is with the animation playing.

  • If you can't share the file you'll have to do some debugging yourself. Increase the time from 5 seconds for testing. Does the global variable increase as expected? Are the car parts created using that value for their assigned variable?

  • Hard to give any input on this without some context, only you know what the game is really doing. What's the generator? What do the 3 different symbols mean and do? What is 'disconnecting' in this game and where is the problem?

  • Yeah it's a weird one but that bug is caused because your walking animation is still playing and one of the frames the wider frame 0 or 2 forces you to collide with the collision box of the cave every time it loops round. If you stop the animation from playing then it fixes it. Currently the player cannot move but the walking animation is still playing when they are behind the cave.

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  • Looks promising, good luck with it :)

  • You're going to have to set the carpartID for individual objects if you are creating them like this, just add the action to each object created, not for the family at the bottom.

  • Filter out the jumping with 'is jumping'. And then say 'is moving' and not jumping (is jumping inverted) for walking, or you can use 'is moving' and 'is on floor' together. You will come across bugs with a platformer that's just normal. As for character design, not really for me to say but seems fine. The music is a bit strange though.

  • You didn't really describe the issue that you are having with multiple sprites, what's the issue? Tutorial looks good and would allow a player character.

  • If you're using parallax 0,0 technique then it needs to be in the layout view where the player starts, currently you have it way off screen.

  • My approach would be to give the sets an identifier as they are created, so the parts have a variable and before you create a set of them, you increase a global variable by 1 and set the car parts ID variable to that global variable. So you end up with something like : 5 parts created all with ID=1, 5 parts created all with ID=2 etc

    In your current logic you are picking a random car part instance out of ALL instances that exist. You could now limit this to pick a random car part instance where car part.ID=global variable. This picks one of the 5 most recently created car parts.

    Also with your current logic it looks like you start with a family then break it down into individual object types. I don't see any reason why it couldn't be family object isSelected : set animation frame to 0. Families are used to minimize the redundant events you can see here.

  • I don't really see a problem as it's always a single event with sub events. If you want to make it reusable you can create some kind of function where you call and the parameters are new percentages or possible values to be chosen.