lionz's Forum Posts

  • Because the two scenarios when you are releasing the Z button are already covered by animations : moving and not moving. You'll have to put a timer in or something when releasing the Z button to allow the attack animation to finish before playing the other anims.

  • I think you're looking for 'Is on floor' instead of 'On landed'. 'On landed' is when the player first hits the ground, so you can't run at the same time as this.

  • Since it's a level editor I guess you create it in a grid format, then you could have a detection sprite, a kind of pre-stamp thing like they use in theme park games and real-time strategy. If the pre-stamp object that follows the cursor is overlapping an object already in the level then it can't be placed.

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  • I guess you need a long layout where you just run across like a platformer, keeping the scroll to on the player and if you stop you die. You could mimic it by possibly doing when right key is pressed down, have the background scroll in bullet behaviour like you have there with things coming at you while the player character is static, so you are in control of the level moving. So basically whenever right key is down the bullet behaviour is enabled on the background and floor, then you spawn obstacles randomly, while your character has a running animation.

  • I think I've seen this before. As a logical guess, you have the when W is down checks but they are overridden by the general checks for mirrored/not mirrored, so its trying to play left/right animation constantly as well as the up and diagonal animations, they are basically true at the same time. You need to filter out the general checks for left right with when W is not down.

  • Click on a sprite in the menu and set a variable to a certain value which relates to that sprite, i.e. if you clicked the grass then set var to 1, if you clicked path then set var to 2. Then on mouse clicked, check that variable and create the object.

  • Isn't that the same solution?

  • wut? as 2 events. That should work.

  • On asteroid clicked > start mining

    Mouse cursor is not over asteroid > stop mining

  • Nice stuff. Kinda makes me want to make a game, to use them.

  • Cool stuff, I'll hire you when I finish my theme park game in 2027! (I don't finish games)

  • When you say 'it doesnt move' are you talking about the platform sprite does not move or the animation does not play?

    Are you saying it is working as expected when pressing W and A?

  • Hmm if it's a sprite you can set the position of it in events. If you look at the Window Size in project properties, that's the size of the screen you can see when the game is played. So if the window size is 854,480 you can set the position of the sprite to x = 854/2, y = 480/2, should be in the middle. Could be another issue though.

  • So what you're saying is, here is an auto runner example, but I want to make a completely different game? So the other commands for jumping aren't the design for the game, like a tap to jump? This game you provided is currently an infinite runner with tap to jump and it sounds like that's not the game you're trying to make? To control the player you need to set Default Controls to Yes on platform behaviour and then disable all overriding platform events like where it's forcing you to jump and move right. Not sure what game you're trying to make but it sounds like a platformer.

  • Yep, what's the issue then? I don't know what you mean by it doesn't stop, should it stop?