ZeldaVerde's Forum Posts

  • It's not that relevant, it's just that this boss, later in the game, will be a regular enemy, so the regular ones should respawn whenever their initial position is on-screen (which is already set up) but the boss one should only be fought once, so I created a boolean only that instance has true, but don't know how to make it so enemies with that set to true won't be recreated

  • I have all my enemies in a family and in some occasions I recreate them, but I want bosses not to be recreated, but only in some cases, which I have a boolean for. Is it possible to only recreate if they meet a condition, which would be this boolean?

  • Yeah, I know, but I wanted a way to do it in the editor. Thanks for trying to help.

  • Sorry for not reading the documentation ): My bad.

  • I don't know if I need to use sprite fonts instead but how do I make it so the font I use is kept on other people's pcs?

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  • I have a tile which is a crystal that is supposed to light the scenery and I have a sprite that lights the scenery. Is there a way to make it so when I place that tile it also places that sprite?

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  • That should not happen with my code.

    If it still doesn't work correctly, please post a screenshot of your events.

    Thanks for trying to help, I solved it myself, turns out I was being dumb. I had a wait that was causing this.

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  • Yes, that is exactly what I did, as I said, the problem is two spikes collide with the player at the exact same time, so it triggers twice nonetheless

  • So, I'm making a game which is a platformer and there are spikes the player takes damage for falling on, but in some places there are big rows of the spike sprite, and if the player falls touching two at a time, then they take 2x damage because the action is executed twice at the exact same time. I have a system where when the player gets damaged, they have invincibility frames, but this still happens because both spikes are hit precisely simultaneously. How should I go about solving this?

    Edit: I was being dumb and had a wait action before setting the timer for invincibility because reasons.

  • I figured it out, it was the dumbest thing ever. I had this virtual gamepad driver installed for something I can't remember, and it was being detected first. Thanks for helping (the example helped me because it showed the name of the device) and sorry for submitting something like this.

  • Yep, I set an action to set a variable to a number and it won't, so apparently it isn't firing.

  • I don't think it is, I'll set another action for testing and I'll tell you the result.

  • I'm trying to implement gamepad input and, at first, using gamepad index 1 worked fine, but I eventually switched to using "On gamepad connected" and setting a variable I would then use as the index for the gamepad to "Gamepad.GamepadIndex", but it eventually stopped working, and by debugging, I noticed the variable isn't being set. Gamepad works for every other application on my pc, and if I restart my pc, gamepad will work on construct again for a while. What should I do?

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  • Hi ZeldaVerde (love the name) I just tried a little something that might help. This 2 event setup enables double jump only when the player hits the jump input and should work even if you change the input from default to something else since it enables on jump. It disables double jump again once you land. If you walk straight off a platform you get no jump and just fall. I hope this helps!

    Thanks (:! Probelm is, construct's on landed or is on floor is pretty buggy, and it loves to trigger when it really shouldn't for no reason. BTW, can you perhaps speak Portuguese or Spanish? I'm wondering because you apparently understood my name...

  • Would be useful as hell if they could add a feature like that tho. But thanks anyway.