lionz's Recent Forum Activity

  • Well I made an example capx there, if you can't slot those events in share your own capx and I can take a look.

  • I do this with a for loop.

    For "0 to array.width"

    Array value at loopindex,1

    That'll print 0,1 1,1 2,1 3,1 etc, everything at y=1.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Sounds like it's playing constantly because you are triggering it every tick that life is 0. Use 'trigger once' if you want it to play once on dying.

  • I don't see any collision check? Use Player on collision with Enemy or Player is overlapping Enemy.

  • The game confuses me but what you're probably after is blocking out the initial nMask logic with a variable. You could set an instance variable on the nMask itself and condition for nMask.count = 0 where variable is set, set the variable on overlap so the count is greater than 0 and locks out the logic, then when not overlapping (event 10) and count > 0, set the count back to 0 by toggling the instance var to allow for further overlaps.

  • That's basically scrabble right, I don't think there are any templates but you could make it fairly easily using Construct. You could store correct allowed words and match the word played with these.

  • Yeah you can just say if is dead, disable the Platform behaviour.

  • You can block it out with a condition such as when the player dies you set var dead=0 to dead=1. Then under controls you have if dead=0, so when player is dead you can't move.

  • Yep that would've been my response, gets asked a bunch on here ^^

  • Sounds interesting, hopefully the gameplay will come together nicely.

  • What is the logic you've used in the first layout?

  • Normally I would use just one detect area on the character but since you're using these to trigger which way the NPC should face then I guess it's fine. What you could do however is group all of the zones into one bit of logic so you don't need to repeat. i.e. put instance variable on the zone, if 1 then play frame 1 (face up), if 2 then player frame 2 (face left) or something like this, it would avoid the need to repeat the logic for each NPC as long as the frames of the animations are correct. You'll need to group NPCs into a family and use this to avoid further repeating of set animation events.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 73 followers

Trophy Case

  • 11-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

24/44
How to earn trophies