lionz's Forum Posts

  • 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?

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  • 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...

  • "why this in object properties choose frame only for the "default" animation and no for others object animations? no way doing this whit action event?

    Did you try it? It applies to all animations.

  • Nope, you set the type to string with another field.

  • Where you've set the global variable, take "playerA" out of the quotation marks.

  • 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.