lionz's Forum Posts

  • Yeah I've seen your issue. The angle of the ship is 270, not BETWEEN 90 and 270. Not a bug. Change event 140 to 'between 90 and 271' and you'll find it is working. That's how I see it anyway.

  • The format is obj_playerGrid.ImagePointX(0) where the number in brackets is the ID of the imagepoint, 0 being the origin.

  • There's a general example in C2 if you have it https://www.dropbox.com/s/0g3pr5b3qsmrn ... .capx?dl=0

    I only use C2 but it's the same in C3.

  • Are you saying it needs to pick 2 tiers of position, first which 3x3 grid then the block within it? That's not totally clear. Anyway, you would set a variable to floor(random(9)), which picks a random whole number from 0 - 8. Then you would spawn the player on the block where gridblock number = var. If you are choosing a 3x3 grid from the entire map before this then you would give each of the gridblock two variables, a main one where it decides which 3x3 block to go to initially and then use the floor random to pick 0-8 for individual block inside the grid. Something like grid 1, block 8 etc.

  • Tidied up the general pathing logic : https://www.dropbox.com/s/jfmjzjzj2jq7c ... .capx?dl=0

  • Yeah you're not 'picking' the text correctly so it's assigning it to all. You can resolve this easily by putting the sprite and text object in a 'container'. Whenever the sprite is created, it creates the text box with it, and the events should link the sprite to its own text object.

  • So what you're saying is you copied the events in that video but it's not working? Share a screenshot of all of the relevant events, or the capx file itself.

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  • Yeah that sounds fine, I can't see your game so was just giving a general solution. It's up to you to decide when you want to toggle that variable and when it hits the barrier seems correct.

  • Yeah try something like if enemy has line of sight of player, system evaluate if player.x > enemy.x set mirrored else set not mirrored (depends which way default anim is)

  • Sprite > set angle toward position > player.x, player.y. if it's a top down game. Or if it's a side scroller you can set the sprite to be mirrored or not mirrored depending on if the player X is greater or less than the enemy, that would be for simply looking left or right.

  • Give the bullet an instance variable, set to false. When you fire it, set the instance variable to true. On the collision event have a condition for if instance variable is true then take the damage. Basically you are checking that the bullet is in its rebound state when it hits the player.

  • You can't display anything above (in terms of layers) the form control objects such as button, slider bar etc.

  • Yeah the hitbox is irrelevant, it's the 'cell border' that has an effect. Take a look here: https://www.scirra.com/manual/154/pathfinding

  • Delete the unused frames before the one you are setting as initial?

  • Yeah no other choice. Why do you have animations that start on obscure frames? Usually an animation is a full set of frames from 0 to x where they are all required...