lionz's Forum Posts

  • It's not a bug, you're just trying to do everything in one tick.

  • Again as I said above what you are describing is what you have set it to do and the wait time is indeed being updated. I think what you're looking to do is set the wait time to fuel max, fair enough that'll be the entire time it takes for the fuel to disappear, then you probably want to also set fade out time to fuel max, instead of 1 second? If you run it in debug mode you can see that the wait time is 5 (fuel max)

  • It's a bug...with your code. Can you post a screenshot or share c3p to see where it's gone wrong, thanks.

  • Can't get into C2 right now but I imagine the answer is to store the UID of the object you just created, then when you press undo, destroy the object with that UID.

  • It is though. The fade starts on creation of the object without any fade in time. It's waiting for 5 seconds (fuel max) then fades out over 1 second. If the wait time was the same as initial settings in the editor what you would see is the object being created, waiting 1 second then fading out over 1 second. Maybe you are assuming the wait time is the time it takes to fade out, that isn't the case. Wait time is the time it waits before starting to fade out. Fade out time is the time it takes to perform fade out.

  • Your image points to fade out time on the left and wait time on the right, surely you are looking for fade out time in the event, you're using wait time? What I'm seeing is the grey tile waiting 5 seconds (ship fuel max) then fading out over 1 second because you never changed that.

  • When you stand at initial position, you can store the player's Y in a variable. So set value 'variable' as Player.Y. Then in the new position you calculate Player.Y-variable.

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  • Yeah it sounds like a shooter where you run around with a tranquilizer gun.

  • Not really sure what you're saying is wrong, the only tiles for wall jumping are on the front layer anyway. The other two layers only have floor.

  • But the enemies into a family. Then have an event 'on family created, create HP bar'.

  • It will be an issue in the code. Assuming they are global vars you will be setting it to 0 with some event linked to the first layout.

  • Yeah it's a weird one because it shouldn't really be possible to 'jump' that fast, but at the same time if you lock the sound out which is easy to do you're going to have the player jumping with no sound playing. You could try playing the jump sound with a trigger once condition on hitting the floor, (on landed?)

  • Should you be able to jump several times within a second?

  • No other answers required as that's how you force stop an animation in Construct 2.

  • You can stop an animation from playing at any time with Stop under the animation section.