lionz's Forum Posts

  • Set bullet angle of motion, you dont want to set angle that is why it's flipping upside down. If you untick set angle, and use set angle of motion then it will just change the movement direction which is what you want.

  • Is the rock important to the gameplay? You can just make an animation of him carrying and lifting it.

  • The functions you posted look like they can be set to return type None though so shouldn't be a problem?

  • 19 you do in the same way, call as an action > functions. 25 you replace function.param(0)with the parameter that now appears as a kind of selectable variable in the list.

  • Some people run into a problem with picking instances in the same tick because they're not available to be picked yet. If your loop is running in the same tick without any waits then it might not be able to use the islands you have created for an overlap check so waiting for next tick or wait 0 seconds before calling the function each time may help. I believe it waits until the next top level event for instances to be made available so if this is all looping in sub events it may be the case. Also it may just be an issue with the picking conditions and 'family overlapping family' but I can't see the events so it's only guessing.

  • If you are referring to the source object then it will be from the origin image point by default in the centre so I don't see how that can be changed, if you are using that object then you can pin another sprite to the front of it and give that the line of sight.

    If you are referring to target object you can use line of sight to position object x,y minus half the width of the object, the only problem with this is you would need to alter logic depending on if its on the left or right side of the player, or above and below if that's possible. My approach is to add another image point to the front of the target object on the bounding box, you can then use line of sight to position object.imagepointx(1), object.imagepointy(1) which targets that new imagepoint and not the origin in the middle.

  • Set bullet angle of motion to 180 and untick 'Set Angle' in bullet behaviour

  • You need to split the enemy on created logic and say depending on the stage(var) - set enemy instance health to a value. Or with tracking using a global var, you can set this at each stage and always say enemy on created set hp to global var.

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  • too vague, where's the rest of the info? An array should be global by default and you can load it anywhere. if you are referring to events then maybe you have to include the event sheet into the one used by a different layout

  • Player set angle 180

  • Nice one, looks interesting, and polished! I would play it if there is a lot of in depth gameplay on the management side.

  • It's the same, except the parameters now look like variables so you use them instead of function.param(x).

  • I guess it needs time to find new path. For more direct you could have a look at timeline, there is an example project called 'Move along path'.

  • You could use a global variable yes, you just need something to mark that it is completed. You could add 1 to a global variable when the drop is complete and then say when global variable is 4, go to next layout.