lionz's Forum Posts

  • That seems fine if you are creating the sprite later. Probably check the following basics :

    Are you definitely in a Layout called Layout 2 or Layout 3?

    Does the sprite animation "red" look how you expect?

    Is there any other logic that would change the Sprite animation back to something else?

  • Can't invert on collision because it triggers when you hit the platform. Try inverted 'is overlapping at offset' with Y set to something greater than 0. Of course you will need to have this kind of logic initially disabled otherwise it would trigger when player is away from the platform right, but maybe you already planned this.

  • Looks fine?

  • Dam both games are great and now both include ducks!

  • Haha interesting concept, I like this. A little buggy but I guess it was part of a game jam. I had a shark flying at me it was great.

  • Duck is charming, as are the other animals ^^. I also think you should get a super duck, where he wears a cape and costume with Q on it. Yeah...

  • Depends how your enemy is moving :) what logic are you using to move, it is bullet moving left/right? When they attack you can set speed 0 or disable bullet, then if player moves away so distance between player and enemy is greater than 20 for example, then you set speed back to normal or enable bullet. Distance check is distance(player.x,player.y,enemy.x,enemy.y) > 20.

  • Ya that is not the animation but more that the object is stuck and pushing on the player, you need to set a limit distance of x between enemy and player for the enemy to a. stop following and b. start attacking

  • Those events run every tick so too fast to see anything, move to every X seconds for deducting health variables. Animation you can also add to every X seconds so it plays on every attack.

  • What you're looking for then is every tick > simulate control up on 8direction behaviour, with a scroll to behaviour on the player. Then it will move up automatically through an existing level with the camera on the player. When down is pressed you just limit the max speed and reset it when down is released.

  • Can't see your events

  • Detect if enemy is overlapping player and attack/play anim every x seconds?

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  • Yeah remove the trigger once, then move the animation logic elsewhere as it will loop the anims.

  • Functions like this are good in some scenarios if you pass the family UID through the function so it can always be recognised but I agree that functions are of no use with this turn logic, better to just use global variables.

  • What a beautiful poem.