lionz's Forum Posts

  • I've never heard of a button in a game that would 'reset the game', what are you trying to do? If you're talking about starting a new game then I don't see what that has to do with save slots.

  • When you press one of the keys, start a short timer. If the other key is pressed before timer hits 0, then perform the attack. If the key is pressed outside of the timer (too slow) then you would just see the normal attack for that key.

  • What logic have you used for the drawing?

  • How come you didn't use comic style for the graphics in the game? I guess a point and click is easier for those graphics, but may still work with a beat em up.

  • Salman_Shh you crazy ^^ haha nice game ideas.

  • At end of round set global var 'Winner' to C or L

    If 'Winner' = C, spawn C objects, else spawn L objects

    For rounds you could use more global variables or an array to store the winners.

    In an array 1,0 would be round 1. 2,0 would be round 2.

    With the array as size 1,1 you can push the winner C or L to the back of the array.

    You could use that logic to display the winner C or L based on item pushed and link the X so 1,2,3 etc to the round display. The reason I mention arrays is because you can easily alter it in future if you want best of 5 whereas global variables would mean well more global variables and not really minimising code.

    For number of wins, you can again use global vars or an array.

    2 global vars Cwin and Lwin, if winner = C add 1 to Cwin else add 1 to Lwin

    Or using an array you search for how many times C or L appears.

    If Cwin = 2 then game end with C winner or if Lwin = 2 then game end with L winner, or using an aray if C found more than once then C = winner etc

    At start of round set 'Winner' to ""

  • Bow animation frame = 5 with trigger once condition : spawn arrow

  • The subhealth is reduced by a different amount, what amount? You must know as you said you have it working in a longwinded way.

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  • Allow the initial load of the array to happen only when a global variable is 0 then after the load event set the global variable to 1.

  • So you are using the array's load action on start of layout and both layouts are linked to the same event sheet?

  • Do you have events that set an array size or reset data on the event sheet?

  • If both layouts are linked to a single event sheet and on that event sheet you empty/fill the arrays or set values for the start of the game ' on start of layout' then it would do the same thing when you change to any of the layouts. That's all I can think of because arrays are set to global by default and should retain data.

  • The issue is with the collision box of the robot. Bring it the bottom of the robot image on the run animation and then apply to the whole animation. At the moment the collision box is kind of floating around there.

  • There is a manual for all the behaviours under Learn tab at the top. The best way would be to share your basic C3 file and let someone debug the problem if you said this was happening in a new project.

  • Every tick is not ideal but it shouldn't really be causing this issue, it's strange. add a trigger once to LOS event, move the simulate actions out into their own events and see if it fixes the issue.