lionz's Forum Posts

  • 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?

  • 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.

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

  • True holding down the button can cause an issue in that case. Try this - untick 'default controls' and set up the movement yourself, on right key pressed simulate control right etc

    For the wall bit this is because I said subtract 1 when the movement button is pressed, you can add to this that also player 'can move to' the next tile, with the condition under tile movement.

  • Created something there to give you an idea dropbox.com/s/wv5ykbsu3qj2wyw/dicetile.c3p

  • You are looking for the 'Persist' behaviour. Add that to the object and it remains destroyed when you transition.