lionz's Forum Posts

  • Yes if you put it on a different layer you can 'lock' the layer so it won't be selected

  • Now that you split out the directions you add an extra condition, so for press right key you add the condition 'can move in direction' right and 10 pixel. So it will only reduce the steps if you can move and a wall is not blocking you.

  • When you use on drop condition it narrows the picked instances to 1. So when you then say sprite overlapping sprite it is checking if its overlapping itself not the instances that you think are involved in the overlap. This is why your current logic isn't working.

    There are a few ways you can fix that, some people use a Family, so when you say Sprite on dropped, is overlapping Family, you can easily pick between the one being dropped which is the Sprite and the one overlapping which is the Family (the Family just contains the same Sprite object).

    There is also a system condition you can use called 'Pick nth instance' you can use this to pick the 0 and 1 instance in the overlap, however you cannot use this immediately after the on drop condition for reasons mentioned above.

    Also you could identify the one being dropped in some way by setting a variable. If you open up the instances to be picked again then this could work. For example on drop - run a function that inside has sprite overlapping sprite condition, then with a sub event pick the sprite where the variable is set and then you can use actions on it.

  • It should do this by default so did you move the origin point from the centre of the object?

  • You'll need specific events if it's the same object, I don't expect it to be related to collision. Did you try it with that object and a different object?

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  • Should be something simple like player overlaps blue tile, set double jump disabled. Are you saying the yellow one worked and blue didn't?

  • That seems correct. Maybe there should be an improvement to show 'Simplified UI' somewhere.

    edit: I see it does say 'Simplified UI' enabled when you first load in meh

  • Combining system condition with the object is always problematic because system doesn't pick instances. Try this instead, use the Timer behaviour on the Family. Start a timer for duration 'family.attackspeed', then 'on timer completed' spawn the object and start the timer again. The initial timer start should be a trigger once condition so like when the family is created or on start of layout.

  • What you added there should work? Toggle, wait 5 seconds, toggle. Or you can use a timer with action 'set timer 5' and then condition 'on timer'(when it finishes). If you change this then you will need to bring the animation events out of the press key event so they are on their own.

  • Ok so when one collides with the keycard, set a global variable to 1. Then under the 'find path to keycard' event add a condition on the left 'global variable=0' this means they will only pathfind to it if no one has it.

  • And that's on a Sprite? strange...

  • Of course replacing press S with a touch condition will work, I'm not sure what you did but you didn't leave it in that file?

  • What happened with the second part and the wall?

  • If you add a new behaviour on a sprite it's called Pathfinding, yes it should be there on free version.

  • Prevent it in what sense because your events say to constantly pathfind to it