winstreak's Forum Posts

  • No worries, you will never get good enough where mistakes like that don't happen. You will get better at finding them though :)

  • Set that to deactivate

    :-P

  • No worries with spawn, that's not causing the issue.

    Do you have anywhere else in your code where you set Bullet angle or set Bullet 'bullet' behavior angle?

    It seems like what you showed me should work fine, but I can't see the rest of your code...

  • It looks like every .2 seconds if your left click is down you are setting all your bullet angles.

    I never used spawn object (Only ever Create object) but it should work the same. On the Left button/Every .2s Condition Remove your 3 set bullet angles.

    Create a new condition. Bullet on created - Add the 3 set bullet angles.

    This should set the angle one time - one creation - then ignore when setting for new bullets.

  • Sure thing Shanjei, glad I could help.

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  • You want to find the difference between the 2 layers and adjust the location by that much.

    I made a video that can walk you through it if you're having any difficulties:

    https://youtu.be/inpTVBWI9v4

  • Easy way (Will eventually get messy though)

    Add a condition to your Else - set Animation to "Idle" statement

    (Meaning add more to the left side to make sure you are okay to go back to Idle)

    I would add: Player is currently playing "punch1" - Then right click it and select invert

    So now it will say:

    System Else

    +

    Player is NOT currently playing "punch1" : Set Player to "Idle"

    Each time you add more animations you will have to check to make sure your Player is not actively in that animation by adding it to the Set Player "Idle" statement

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  • Glad it worked

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  • Tracker is a variable I added to the Text Object.

    Once added you can create a new event. Create a Condition from the Text Object - compare instance variable

  • Seems like no one has answer, this seems to be a very big bug in Construct 3 with no workaround I can see :(

    You have both platformer behavior and physics behavior in effect. Physics pretty much has to be used by itself. So you can remove one or the other and replace it with new events/conditions

  • Looks like it is an issue caused by mixing platform and physics

  • You have the level being tracked somehow - now just bring that into the event condition for your chest.

    Two ways off the top of my head:

    1. Create an algorithm that involves your level to make it go up at a rate you desire throughout your game

    2. Create different options If level = 1 give gold or Else if level < 5 (Level 2,3, or 4) Give more gold

  • Restart layout will not reset Global Variables.

    Potentially you have an on start of layout in your event sheet that is setting globals to a different value?

    Or maybe you are using instance variables?

    Hard to know for sure without a look at what you are working with.

    As far as the player object -

    This should set it back - so maybe you have the Global checkbox ticked on your object or again maybe an on start of layout that sets it somewhere weird?