lionz's Forum Posts

  • To make a single event active or inactive you just set a condition under it so it becomes 'Do this event > unless this happened'. Select an event and press C you can add a condition.

    The animation issue is happening because the action i.e. 'When right is pressed' will always conflict with 'When right and when down is pressed' so you need to add in some conditions for the single press actions. i.e. When right is pressed and up is not pressed and down is not pressed, like this :

  • Ah I've just spotted it actually lol. When you attack with Ekans, his CD is greater than 1, but at event 67 you've said that if CD > 1 > disable all the attack logic. This actually disables the destroy bullet logic too. So it only starts calculating the distance once the CD drops.

    This is also the same reason for event 62 not working. Gotta be careful when disabling your grouped logic!

  • Event 65 has an issue with calculating the distance travelled somewhere, requires some investigation. You could trigger that in a different way, maybe On EkansMove created, wait a certain number of seconds and destroy? It's definitely not based on waiting for the animation to finish, I sped it up and checked that. For some reason it likes to stay around.

  • Event 62 is broken because you destroy ekansmove for some reason. Once disabled, this works fine, although bear in mind the collision is minor between the two so collision boxes must be tiny or something.

    Event 65 seems to be working as expected.

  • Event 26 is broken because it's being overriden by the HUD code. : every tick set ekans current HP to ekans.maxhp - ekans.damage.

  • You can do this from File > Preferences(button) > Colors.

    Here you can pick a dark gray theme or select 'Edit colors' to change to the background or text colours you prefer.

  • Your file is locked from access.

  • It works fine unless you place S_Tower 1 on the other slot, and not the intended one the arrow is pointing to.

    If you place down two S_Tower 1 on S_Can Do it calls End Training twice, then Wave1 twice...

  • SecondDimension

    very nice! It's relaxing.

  • Oooo, fancy artwork. Gameplay looks interesting too.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm 50% through the jscript tutorials. I'm hoping to have it learned so I can code a game next time!

  • The problem here is that Apple have found an issue with your game, C2 has probably done all it can if export is always the same procedure. Contact them and see if you find out more info, try a resubmission...

    Did you test it with a test account to see if all purchases are available from start?

  • Did anyone win then?

  • No problem

    Yes, usually you only use 'On Start Of Layout' to trigger something once or set values at the start of the game. i.e. things you want to happen on first load.

    If you had particles to move to player position on start of layout this would only trigger once. Every tick will run the scenario constantly, you can also use every X seconds.

  • > Yeah I don't think they pin (unless you change particle settings to something I'm unaware of). What you're seeing is probably the particles in their original position not moving, right? If you use the info I provided above, the particles will follow the player. As for the health bar, this sounds like a separate issue.

    >

    fixed the health again until I add something else lol. its appearing properly but just wont pin. I have the particle outside the layout