lionz's Forum Posts

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  • Yep as mentioned above add conditions in the function 'curRound = a value' that you can use to split off whch enemies to spawn in which round. Currently you don't filter by any conditions so it runs that event every time you call the function.

  • In the CreateEnemies function you can add conditions for curRound, ifcurRound=5 you can spawn the boss and different enemies. Not sure you what meant about stopping those from previous waves as it looks like you need to destroy all enemies to go to next round.

  • If you are overlapping it and hit mine key then perform mining action. You could have a variable for amount on it and subtract from it each time you mine until it's 0. Also maybe the animation changes for each level of variable so it depletes.

  • The orange condition you have at the bottom on the freckles event 'pick instance with UID orange_ID', also add it to the every tick text event.

  • Looks like you need a condition on the left 'pick orange with UID orange_ID' since that is the one you are trying to display the variable freckles. You still need to pick for text because when you say set text to orange.freckles you didn't specify which orange.

  • If you're using the text to confirm the values then it will be wrong because you didn't pick an orange. The other logic looks fine though and the actual values are likely fine. When you set text orange.freckles you didn't pick an orange so it will always pick the same one with lowest UID.

  • Probably you're going off the text? That will always be wrong. The actual logic looks fine though so in debug preview you'll see the values are correct. On the text event you need to pick the orange or it picks the same one.

  • You didn't say what the problem is or what the expected outcome is and where it's gone wrong. I noticed though the text events if that using the same object then it's going to overwrite itself each time you call that action but I don't know if the problem is with displayed text.

  • There is a condition 'object is visible'

  • Hard to tell without the events but I'm wondering why not just have them enabled on the player already, why do you need to set them enabled?

  • Yes at least you have preset platform and jump thru behaviours :) Also for next time, you posted in the wrong section, this is for issues with the website. There is a How Do I? section on the forum.

  • Ah I see it's because your animation frames are all different sizes even in the same animation. It makes sense to pin it to another block that is common here I wouldn't let that put you off using Construct.

  • The collision box must also be applied to each frame did you do that as you cycled through only first frames.

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