lionz's Forum Posts

  • 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?

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  • Save project as a capx file and put on dropbox or google drive and paste the link. Generally if you're asking how to do something then someone can give advice, if you're asking what's wrong with your game then they will need to see it, or they can guess.

  • I think anyone will have a hard time assisting with this without seeing the events in a shared capx.

  • Np, I'm happy with my logic there. All wood relates to its own dispenser and wood will be dispensed from it when no wood remains!

  • I sorted it here https://www.dropbox.com/s/ytkppgcc6b0hf ... .capx?dl=0

    Added a wood total for the dispenser. It's +1 when wood created, subtracts 1 when wood destroyed, then creates more wood if total is 0.

  • Not sure what your trigger event is meant to be for spawning wood so I set it to every 2 seconds. This is the logic for matching wood to its own dispenser. https://www.dropbox.com/s/ytkppgcc6b0hf ... .capx?dl=0

  • Alright np, could've deduced that with the capx anyway, which would've been the next step!

  • Check in debug mode on the left to see if hundreds of things are spawning every tick and possibly not being destroyed. If the image for the bullet is huge and being spammed it can also cause performance issues. If you can't see anything then you can share capx for easy debug.

  • Usually I would give the wood spawner an instance variable, a kind of ID, so the first one var is 1, second one, var is 2 etc which you can pull from the wood spawner's own IID (instant of that object type). Then any wood spawned from it, you can set an instance variable on the wood to match the spawner. So something like spawner - spawn the wood. Wood set wood.variable=spawner.variable. Then any wood marked as 1 has come from spawner 1, marked as 2 from spawner 2 etc.

  • Either use physics behaviour or have an animation of a boulder falling set on a sprite with bullet behaviour or just moving down Y axis.

  • Just make use of random or choose, If you set angle to choose(0,90,180,270) every X seconds then it will fire in one of 4 random directions. You can do this with speed, setting it randomly as often as you like. If it's preset patterns you can do this with functions, randomly call a function which leads to firing a certain sequence of bullets. A spiral pattern would be something like every tick fire a bullet and set angle to angle+1.