lionz's Forum Posts

  • Yes that seems correct to split them out, you want to do one thing on key press and another when a score is above a limit so it's perfectly fine. Is your issue to do with pause or game over screen? If you can share the file again I'll take a look.

  • > The only weird thing about this is that you are using a Tiled Background as an enemy. The Tiled Background is for a background, it doesn't have a collision box that you can edit.

    That's nonsense, it depends on the obstacle type, if full square collision is valid for the obstacle, then there's nothing wrong with checking collision with it.

    I use it to make stretching walls or lasers, lava and more...

    It's possible to use it for that but you cannot edit the collision box and it's a bit weird because it's supposed so be something in the background. My issue was that he was using it for an enemy, for this it's better to use a sprite with behaviours.

  • A screenshot might be fine if it's all the events but the file is better so I could debug it straight away

  • Restarting the layout doesn't reset the global variables back to their initial values, they stay the same.

    Let's see the file

  • Are you using construct 2? You could probably still open my file on construct 3 here and play it to take a look. Go launch construct 3 at the top and open file.

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  • From event 11 and down you have an 'OR experience > x' condition and when you go over 150 event 11 is always true, and on the right you're setting the animation to Swim, so if your score is 150 it will always try to play Swim animation even if you're dashing.

  • No need to use functions, just conditions within that one function, if local var is 1 then play sound 1 etc

  • Yes the issue is what I've already described above, not sure what more I can say. In your example you don't have enough experience to do both 1 and 2, thats why it doesnt do them both. When you have 1600 experience it is enough to run both 1 and 2 because it is checking all of your events from top to bottom.

  • I'm not sure if that's a great way of doing it though even if it is working, you shouldn't have to create 500 objects to get this to work, just follow the above or I can make an example.

  • Restarting the layout does not reset the global variables so you must have another event doing it.

  • I still can't see the proper event structure but it sounds like it is changing the character level in the same tick so it changes character level to 1, which is true for the event below then changes it to 2. You can put it all in one event with sub events/else so it checks the level and only runs one of the actions.

    So if level = 1 do this else if level = 2 do this, not separate events down the sheet.

  • Oh and add a while arrcount is less than something so it doesn't keep calling the function.

  • You could probs do it all in one function, check for value at X of the array which is a global variable counter starting at 0, lets call it arrcount. In the function set a local variable to array.at(arrcount), then run your sound checks. Then wait as long as you want, add 1 to arrcount and call the function again.

  • These are the spikes I remember where he jumps in front of them because theyre on a layer behind, I don't see how that is a solid object? youtube.com/watch

    So if you create spikes sprite, don't set it to solid you can use player on collision with spikes.