lionz's Forum Posts

  • Don't use trigger once, not required and probably it's fixed.

  • You could just keep the Gameplay related things in the Gameplay event sheet. If you must do it like this there is something called 'include event sheet', you can include your Functions sheet into Menu and Gameplay so it will read Functions all the time. You could also do it another way and taking your Functions sheet as a 'Main' one, then assign this to every layout and 'include' the Menu and Gameplay event sheets. Right-click on event sheet to include.

  • Should follow the properties of the first created instance which should have 'set angle' disabled

  • You run through the functions and end up with 'if EnemyBasicMelee' then do an attack. You could just use this as the only condition and scrap the other functions.

    Also one other thing to note you don't need to forward a UID anymore, you can use the 'copy picked' option in the function, if you tick this then it keeps the picked Enemies instance. Also I disagree about the 'messy' code, I would keep it all in one function when it's simple enough.

    edit :

    And to fix this original problem you need to send through the variable in the second function, so instead of Enemies.UID it is enemyUID the variable.

    And another thing I just noticed your timer in 2nd function also won't work well as it will not pick an Enemies instance, that needs a condition like pick where UID = enemyUID unless you use the copy picked method I mentioned above.

  • The middle function doesn't pick any Enemies instances and i'm not sure the need for it or what's happening in there. You need 3 functions to run an attack? It's a bit convoluted just put it in one function then nothing can go wrong.

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  • You can use set size and reduce the height and width every X seconds, set the value for height and width to something like self.height-4 and self.width-4, adjust 4 to make it reduce faster.

  • In the layout properties bar there is an option for event sheet

  • Based on what you're describing in the original post you need to have 'left is down' play animation and 'right is down' play animation. The event for is moving, play animation is not required.

  • My first thought was to activate the animation with the corresponding direction arrow key.

    Your idle animation plays when pressing left and right ? That is kind of unusual, how do you move ?

  • Probably 1 because 2 means you load all the graphics in one object which is bad for image memory usage. To store the loot though like in an inventory I would use an array.

  • You can use a combination of 'on start of layout' and another system condition 'layoutname = '

  • How is it actually triggered in the game or what sets the variable ?

  • Might be an event order issue where by the time it gets to the 3rd and 4th events the timer is running. Try moving the bottom two events above the first two events, this will check if that is the problem. Then I would fix this by putting them in the same event using sub events - timer is not running, Else.

  • Just go here on the site into Construct 3 free version and open the file to see it :)

  • Are you on Construct 2 ? What did you mean you cannot open the file ?