lionz's Recent Forum Activity

  • Hi no problem I'll try and explain it the best I can. Basically when you are yellow and touch the blue, it changes your colour to green yes, but because you are still overlapping and your colour changed to green it instantly makes true the overlapping blue while green, so changes to b.green. If you disable the events for the tertiary you will see that secondary now works as expected. You will need to add some logic so that it checks one time for the overlap! Or you can do it a number of ways, only change to secondary colour on first overlap, wait for the player to no longer overlap, then change a variable that allows for tertiary combination. If you can't work out something then let me know, I can see what logic could do it if I have the time.

  • Text box needs to be every tick to update the value of the global variable constantly. On created just shows the global var value at the start of layout when text box is created. The ammo value was always correct though, I checked in debug mode.

    The problem with the guns appears to be that the bullets are firing every tick so fast that when they are fired, ammo is less than 0 in that tick before fixed by event 79, so the ammo=0 (event 80) isn't true at the point the bullet is created. What is happening is that ammo is always less than 0 whenever a bullet is fired on those guns. Change event 80 to less than or equal to 0 and it's fixed.

  • Can't resolve without the capx, or a screenshot of the events could potentially be good enough here, share that and it can be resolved straight away.

  • There's a system condition called 'Pick random instance', you probably want this.

  • Yep that's the idea. The system pick actions are there to pick by certain criteria. The common one is IID because it will be the create order of that object type, of course you are blocked by using the destroy action which starts to change the IID so an instance variable for the object that increments 'on created' will also work as a kind of ID system.

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  • I wouldn't keep spamming, it's rare to get a response about app export things. From reviewing the documentation on Game Center it looks like it is probably possible. Show Leaderboard probably shows the default one or one defined by ID. If you've made a set then there will be a way to show the set.

  • Assuming they are created with default lock=0 then it makes sense that there would be multiple on screen that fulfil lock=0 criteria and can be moved. You need to define only one set of blocks that can be moved at a time with a unique variable or bool, then once moved you change this and set the next lot of blocks to active. At the moment it looks like you are relying on luck as the blocks move toward the player. if you wanted to really lock it down you could increment a variable and pass it through a function that relates to the block IID. So the block IID must match the variable to be available to move, then you increment the variable and the next set of blocks become available. Block IID wouldn't work though if you are destroying the blocks as they go off screen, so you could just make use of an object instance variable.

  • I'm not sure what the main problem is that you are having, are you saying that you can't work out a way to have the enemy move across the platform, jump up and then left towards the player? Detours will have to be made, the AI won't know which path to take up to that platform but you can code it in with events.

  • Yes the logic I mentioned will randomise what spawns, although there are many ways to do it and tweak it. Scrolling down as you move forward is a separate thing and easy to do, you could have everything +Y constantly if it is automatically moving or have it so that everything in the level moves down as the player moves up.

  • I wouldn't use pathfinding at all unless it's a top down game. For side scrolling platformer you can use line of sight and move X.

  • Why have you put the origin point in the top left corner? Put it at 16,16 in the centre and the object is fine...

  • What you're looking for is how to use them in your events which noone seemed to mention, it's set position to object.imagepointx(0), object.imagepointy(0) where the number in brackets is the imagepoint. 0 is default origin but you can use imagepointx(1), imagepointx(2) etc or even by name if you renamed them i.e. imagepointx("Weapon")

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lionz

Member since 5 Aug, 2013

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