lionz's Recent Forum Activity

  • Every tick set block.bullet.speed to player.platform.maxspeed

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  • Hiya, it won't be to do with the event sheet if you used my file. I had to delete the layer with the splatters on so I could edit the file, I am a Construct 2 guy. You'll have to just copy the logic from my shares into your own project.

  • Yes the disabled block is for when you don't need to know the predetermined times, I don't know how your game will work.

  • For this I would change all the elements to variables so you can easily tweak them. I've set up events that change the variables but if in your game it is consistently adding an enemy every 10 then you could ignore the timer and use variable to self+x every 10 (see the disable event as an example), depends on if your game always does something every 10 seconds and always increases in the same way. I've set up some events for you so you can see how to manage the variables and keep the original spawning event as just the single event.

    https://www.dropbox.com/s/35rdde98z77m5 ... 2.c3p?dl=0

  • At the point of the overlap you can store the x and y co-ords as global variables then when you return to the first layout set the player position to these values.

  • Not really enough information here and are you referring to the built in button object or did you make your own?

  • You need to add conditions in the normal jump animation event such as 'when not doing high jump'. You'll need to have this as a variable or bool on the player, something like isJumping for jump which you may already have and isHighJumping for high jump. This means that it will know to only use the jump animation when not in high jump.

  • Awesome!

  • Hiya, for this I would rename it to Splatter, and have the animations set up for the colour so "white" "blue" "green" etc in the same way you did with the player. Then in your condition for enemy overlapping player, spawn Splatter, set Splatter animation to player.colour. So if player.colour is "blue", it will spawn Splatter with animation "blue", they can be related easily.

  • Yes you will come across these kind of issues if you choose to make a game that makes use of complex pathfinding. I have a rollercoaster tycoon type game with a ton of data but it's fun to handle. I would be careful of something that appears to be happening in that logic, it looks like the cooldown timer will be 0 when nothing is being built so it looks like the third event is regenerating the obstacle map every tick which is not good, unless you reset it to 3 somewhere. If you set it to 3 only on the start of construction then it seems to be an issue. Another problem I can see is that you don't seem to force the persons to leave, rather you set the building to solid based on the person leaving, so there could be a bug where you are waiting forever for them to leave and the building never becomes an obstacle for other people. Maybe you have an event further down which is if still on construction site then move them which would be useful.

    Edit: Ok I see while I was typing you added a trigger once. Do you have an event that forces the persons to move? At the moment it just checks if they are there.

  • That's correct, it's probably one of two things, you don't have Solids set as obstacles or you haven't regenerated the obstacle path once the buildings were created. If you create any new obstacles during run time the pathfinding objects won't see them unless you regenerate the map.

  • Hiya it's because when you run the function there is no longer a sprite picked, it then applies it to all sprites. You need to pass the picked sprite data through the function as a parameter, you could try something as simple as setting sprite.UID as the parameter in event 44, then in event 39 when you call the function, put in a compare condition if sprite.UID = function.param(0).

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lionz

Member since 5 Aug, 2013

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