lionz's Forum Posts

  • Create the function on the right where it says Add.. and then in the set value action instead of f.call you can say Functions.function

  • nice effort, good luck with it! I love to see Construct creations on Steam.

  • First create 3 layouts, then create another one

  • One option to simplify it is to have enemy_impact existing the whole time pinned to the player then say, if player is overlapping enemy_fire then set enemy_impact visible else set enemy_impact invisible.

    If you have to go with the spawning, the trigger once can cause issues with multiple instance picking. You can try this : if player is overlapping enemy_fire and enemy_impact is not present, then spawn enemy_impact. And if player is not overlapping enemy_fire, destroy enemy_impact.

  • This is just a statement, what problem are you having? Please add more info.

  • Ok so it was the mirroring

  • The gun is set to not mirrored in both cases, that is intentional ?

  • I would start with the pick enemy logic, so whatever enemy is picked you can have its UID set as a variable on the support char so you know which enemy is connected (support.var). You didn't mention how it is picked but for example if it is the nearest enemy to player you can do that, pick enemy nearest to player and set support.var to enemy.UID

    Then this helps solve the facing issue, you say pick enemy where UID = support.var, if support X is less or greater than the enemy then mirror the support char accordingly.

    For shooting depending on how simple it is, if its just left or right then you can fire bullets and set the angle based on if the support char is mirrored or not, either 180 or 0. If it is more complex angle of shooting then you can just pick the enemy by UID support.var again and set the bullet angle towards the enemy.

    The support char would then stay mirrored or not based on the enemy X so you are free to move the support char in terms of following the player how you wish.

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  • it's interesting! I had no idea what's happening but I guess that's part of the game.

  • Which behaviours did you try ? Do you have a screenshot of the events ? though you should not need any to move the character.

  • So we don't need for each block, in fact I don't think we need to pick block at all since we are only dealing with the array. I don't think we need a second array either so you can drop that. The comparison on the left looks good so then for the action you need to change them to empty I guess? and then destroy the blocks that match the array co-ords.

  • I would try what you described in the original post checking x-1 and x+1 for a matching type that's why I wanted to see what you tried and isn't working. Also try testing it with delays so you know everything is working as it should. Also rather than a for each block, a for each ordered by something may work better for tracking which block is being checked. Did you check that the array looks correct and as expected btw?

  • > It's interesting that you shared a screenshot of the part that works and not of the function that doesn't work.

    The function doesn't work, and has nothing because I'm not sure if I should us a function. Thanks for the reply though.

    If the function has nothing in it then can confirm this is why it's not working :P

  • It's interesting that you shared a screenshot of the part that works and not of the function that doesn't work.

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