lionz's Forum Posts

  • What kind of functionality do you want for the boss? I can assume you are trying to make the boss face and follow the player but not sure if that's what you are trying to do. I've been able to set up this kind of functionality when the boss is a bullet or using 8-direction and have no issue with animation direction.

    Again, it depends on what exactly you want to happen. You could have the boss switch animations based on if it does or does not have line of sight of the player if that's what you're trying to do, if it's specific areas on screen you could detect if player is overlapping a specific checkpoint, is a certain distance away from the boss etc, if you are switching the boss' animation based on stages of the boss then you could set up a variable for what stage of the fight it's at and switch the animations that way if for instance it's a boss that is being damaged and you want to change how badly damaged it looks.

  • Good to see it's not just me procrastinating on league of legends instead of making my game what exactly do you need help with?

  • The debugger just shows the total image memory usage, although you could set up a mouse click event that navigates quickly through each layout and you can see the images loaded in memory per layout that way.

  • The calculation in events 8 and 9 where the comparison value must = 0 seems to imply that run speed has to be a multiple of 32 or 32/runspeed isn't ever going to hit 0 if for example runspeed is 7 so 32/7 it's not going to be possible to =0 since Ticker is always a whole number.

  • You use the Browser object to update, it's all mentioned here in the 'Updating your game' section :

    https://www.scirra.com/tutorials/70/off ... onstruct-2

  • I think what you're looking for there is a check if animation frame does not equal 0. I've set it up here:

    https://dl.dropboxusercontent.com/u/49548363/test5.capx

  • I've added a line to one of the events that fixes it :

    https://dl.dropboxusercontent.com/u/49548363/test4.capx

  • I don't think your link is working.

  • That method gets crazy out of hand with more than 2 sprites, you'd have to put If Object 1 is not touched, if Object 2 is not touched etc infinite amounts of conditions for every overlap check with different object types, plus that still wouldn't work with multiple instances of the same object, it assumes SpriteA is always on top and then SpriteB etc as it checks them in order. My above method handles any number of overlapped objects with one event.

  • Under HUD layer properties, set Scale rate to 0 and it won't change when you scale the layout.

  • Use a global variable for number of coins. If number of coins is greater than or equal to a certain value then unlock the level.

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  • You can do this with one event I think. Add your objects to a family.

    On left button clicked on Family

    Condition: Pick top instance > Family Set scale

  • You don't need to do anything as complicated as that, when two sprites overlap you can reference them as one being 0 and the other being 1. Look at ashley's response here about picking

  • In case you mean that you are stuck on the format it takes, it's "text"&variable, the &symbol allows you to display the variable in the text box.

  • You have to have an initial instance in the layout because this is where it takes the properties from. IID identifies the object instance, and the version of the Particle object with the lowest IID will be the one where the settings are taken from. It is possible that you have edited an instance of the Particle object that is not the first object of its type, it is taking the default settings from the first Particle you placed. You could create 100 Particle objects with different properties and on Create Particle object it would still use the settings of the first instance you added to the layout. Select the Particle objects in debug preview and look at the IID in the object properties, you will be looking on the left for Particles #0. The instance with the lowest IID will have the same properties as the one 'created'.

    Any of the Particle objects you place in view initially will always look correct as they can have separate settings, it is only when you use the Create Object action that it picks the settings from the lowest instance (unless you specify with conditions in the event sheet).