lionz's Forum Posts

  • Can you try it in C3 and then show us where it's going wrong? This is ancient now. If you are trying to apply things to an enemy on hit, now you call the function as an action and the enemy you hit remains picked inside the function.

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  • This is the problem with using premade files I guess. You'd have to share the file. Could be a pin to imagepoint problem and you moved the imagepoint.

  • Which condition did you use? 'Cursor is over object' should pick the correct one.

  • I would say a few things here, get in to the habit of using the trigger events (with the green arrow) at the topmost level of the event or things get really weird. In your system condition slotUse=itembox.slotnum, you are not really picking an item box, you should use the itembox object as the condition and say where slotnum = slotUse, this then picks an itembox you can use together with the weapon condition.

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  • If totaldmg greater than enemycurrentHP, set totaldmg to enemycurrentHP. Is one way if it is total damage combined.

    If the problem is when the final bit of damage goes over, then you can say if currentdmg greater than enemycurrentHP, then set currentdmg to enemycurrentHP.

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    It is quieter, a lot of the social aspect was taken out when DMs were removed and as discord gained popularity. Now you'll find a lot of people on the community discord server instead.

  • If for example you have a 'Journal' event sheet, you can 'include' this event sheet in the ones for the other layouts. Right-click on event sheet and include. This means it will read it without copying in all the events.

  • I thought maybe you meant that but then in the post it says 'enemies should not be random' and it was confusing. Anyway, there you go dropbox.com/scl/fi/2tgaqwcbwq18rfr3r39au/RandomSpawnPoints_edited.c3p

  • Still not described too well, do you mean each enemy has their own spawn point? If so, you could just create 4 objects and spawn them from their spawn point rather than use one. If it must be one spawn point object, then you need to pick them in some way. For example with an instance variable equal to 1, you could say pick spawn point where var=1, spawn enemy 1; pick spawn point where var=2, spawn enemy 2.

  • It's about picking. Here it's better to use just use the goblin, not a separate tracker sprite. The reason it moves all goblins is because when you say tracker overlap block, move goblin, the tracker does not relate to a goblin, it picks all goblins.

    There is something called a container, you can put tracker and goblin in a container and when you pick the tracker then it knows the related goblin. They are created together and automatically relate to each other.

    I know in your mind though when you said for each goblin create a tracker and they seem related but actually they are not, unless you use container like above, or pick in another way like the tracker and goblin have matching instance variable IDs.

    I would still start with using only the goblin object in the overlap condition to keep it simple and not this tracker object.

  • Take out the wall condition, does it work then? You can add logging to see if the event is true and running first of all. Then if the event is being triggered but the player is still not jumping you can move onto that problem. Make sure max speed is high enough too.

  • no problem, glad it's working!