lionz's Forum Posts

  • If you really must turn off that condition then sure use a variable so the enemy can't be picked.

  • That's just what it does if you opt in to use the beta releases I don't think there's a way around it. You must be going to the launch page too much if you find it frustrating, just keep the editor open.

  • What you're describing is a multiplayer game, no? You need to build one, check out the example projects that come with Construct there are a few multiplayer game examples.

  • Multiplayer plugin, check the manual

  • Nope but I'm interested to know what the duplicate events are for tilemaps sprites and 9patches

  • It's normal in Construct to have an initial instance somewhere then when you create a new instance it takes the data from it.

  • What's the behaviour? That's a still image

  • Don't use variables just apply the actions directly to the key presses. If two events are true at the same time you add more conditions on the left such as 'is not jumping' to a walk or run event, this means it will play walk or run only when you are not jumping. So now when you jump the jump animation will play even if you are walking and jumping etc

  • Do you mean frames of one animation? Multiple animations for health seems strange but we can't see your game. If it was one animation for a health bar that changes when hit you can have an instance variable that matches the frame number of the animation and increase it by 1 when the object gets hit.

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  • Great :)

  • What do you mean by 'actual collisions'? If the collision box touches the other collision box then it's a collision. Said collision too many times not sure if collision is a word anymore.

  • In Construct you have to link the event sheet to the layout. Select the game over layout (in the side bar) and you'll see in the properties that it has no event sheet instead of the expected game over event sheet.

  • The problem is you've split the data across two objects, everything should be on the enemybox, the other object which I assume is just the visual should have nothing except be in a container with the box and be created along with it. Put the data on just the one enemy object and all the problems go away. You should only need one enemy family as well which contains the boxes.

  • Not really understanding the problem here? If you want to create a specific enemy then you have to pick that enemy anyway, nothing to do with families. If the animation object is in a container with the enemy then great.

  • You said the text changes after you press S so when you stop the conversation you need to set it back to its initial state.