lionz's Forum Posts

  • You do not have permission to view this post

  • Looks interesting, I pledged my support :)

  • I managed to pick an instance currently using a timeline doing the following :

    - Use timeline set instance to set that particular card to play the next timeline

    - Then add an action to play that timeline with tag object.UID

    - Then you can say on any keyframe finished, pick card with UID timeline.tags

  • Top event is running constantly. Take it out of a sub event into the top level, with the is start as part of the condition, then the trigger once will work as you expect. So is start, score check, trigger once - same event and not a sub event.

  • point64?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • On picking up the damage bonus, you start a timer for 10 seconds and set a global variable to true. At the end of the 10 seconds you set this variable to false.

    On the logic for your shotgun use where its taking 1 from the ammo, you add a separate condition, if the global variable is true then don't do subtract 1 (don't do anything).

  • Ok for the last question that's interesting, umm you can give the object Persist behaviour that means between layouts it keeps the same variable setting. The second question, it sounds like you are doing it correctly just it was resetting. First question, it depends what you want the text to actually do. You can have it spawn, then fade out with a fade behaviour. The first question, is that relevant now, if you can only click it once ever then it should destroy the text and then when you click i guess nothing happens.

  • Well I guess the first bit is that you need to destroy the text after some time, maybe put it on a timer? Or depending you could have on clicked instance, destroy text and then create it so you only ever see one.

    Trigger once won't work for the second bit because object clicked is already trigger once. You have to lock out the instance as 'used' and you do this with a variable. Variable is set to false, when you click the instance you set it to true, and on the left you add a condition only if variable is false.

  • It's nice. The janitor is an interesting character... haha

  • How are you keeping score because you should be able to restart layout, the score should be an unaffected global variable.

  • Great, good luck! :)

  • That's the way to do it. Share the events you used or more info.

  • It's ok for the rock to teleport or it should move? You can set position to imagepoint 1 when you press the button and back to imagepoint 0 on animation finished. You can use pin to imagepoint. Create another imagepoint above him where you want the rock to go.

  • hmm let's see your events, i don't have time to make this

  • You could set more image points on the player object. Set the rock to the image point positions (player.imagepointx(1), player.imagepointy(1)) etc on the various actions.