lionz's Forum Posts

  • I usually just toggle it off with a global variable, touch only works while global =1, set it to 0 when the other thing is happening.

  • Yeah on my toggle off event I have 'is between 359 and 360 degrees.' It then stops at 359.9999. But you can of course add an event there to set it exactly to 360 on the toggle off.

  • There might be an easier way but if I had to do it I would just rotate it clockwise 1 degree every tick and then toggle it off when it comes back round to 360.

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  • Well the important event is missing from the screenshot, what's the enemy death logic? My guess is you could have enemy health = 0 then destroy instead of less than 0 or some other reason in that area. Looks like it skips the death and carries on taking damage into the negative health.

  • Oh I see what you want it to do now, I was using family instance variables. Yeah you don't need a for each, just if family is overlapping switch and switch ID matches block ID then set to true.

  • it's the Else you're using wrong, it should all be in one event. Have the ForEach at the top of the event, then in 2 subevents (press S) have the first section and the else section.

    https://www.dropbox.com/s/i10yoc3d3u0mp ... .capx?dl=0

  • The picking is a bit off there. The logic you need will be :

    For each objects

    Objects is overlapping TriggerSprite

    Objects.ID = TriggerSprite.ID

    Set bool true

    Else

    Set bool false

    Obviously the family and trigger sprite are interchangeable depending on if you really have to check against the trigger sprite's variable and not the family.

  • No problem.

  • You haven't picked any nodes so it will always go to the one node, usually the one with lowest UID or that was created first. To pick a random one in this case it would be something like Movement = 1 - Pick random instance of WalkNode - Find path to WalkNode.X, WalkNode.Y.

    Also I don't know what you want exactly in your game but based on that logic your Sprite is going to be getting told to path to new nodes on the way to other nodes. You might want to try using On Arrived with your logic if you want them to move to a node first before finding a new one.

  • Assuming the game score is a global variable you can just show it in a text object set text "&Score" where Score is the variable name.

  • Not 1 second breaks, every tick. Set a global variable on RandGen to 0. Add an event every tick add 1 to global variable. Replace all of the tickcount checks with global variable.

  • It's because the randomgen relies on tickcount, which is the number of ticks since the game started. It's only going to work in its current state if its the first thing to load in the game. You'll need to change the tickcount checks under randomgen and add in your own counter I guess.

  • Adjust the collision box so that it only covers half of the rectangle.

  • Every 0.02 seconds set sprite.y to sprite.y+1

  • Are you saying you've already worked out the high score and you want to display the score at location 0,1?