lionz's Forum Posts

  • You could put a Browser action 'Log' inside each group to output something to console only if the group is active.

  • The instance variables you are using on the family could simply be used on the player object. For now you won't see a problem because you have one object in the family, making it redundant. Imagine you had 2 objects in the family, you would have to pick the objects separately when referring to their behaviour while the family would be used for instance variables, it doesn't make much sense and makes picking more difficult. Your question only really applies to when families are used properly and in that case the shared behaviours and variables should be used with the family, with a single object it doesn't really matter.

  • The player probably seems to freeze because it plays the animation once and doesn't have anything to go back to. I would consider what i mentioned above and use one object for movement and one for animation, it will be a nightmare trying to track the simulated movement of both. Since you pinned the player object, you should be using that to set the visual animations only and use the pink object for movement, player should not even have an 8 direction behaviour on it to avoid confusion.

  • Not sure why that is happening as obstacle should act as kind of a high wall and not block all other LOS but maybe with the file it could be worked out. Maybe it's something to do with the picking of multiple enemies which is usually a problem.

    You could make use of the cone of view so if you set it to 45 degrees it is kind of a small cone and in front of them. Another way is to say that if the player Y is greater than enemy Y then they never get LOS. You only need to add the obstacle once to set it, not every tick. Obstacle set as invisible doesn't make a difference, it will still work.

  • Usually an artist would do this for me, but you ensure the sprites are the size you want in the game so maybe 16x16 and ensure they are lined up correctly. You then use the tilemap editor in construct to paint the tiles in game.

  • Not sure why you used family to begin with? Player is the only object in the family, you can use player collides with player.

  • Every time you score or make a shot you run logic and set a variable to choose(1,0) where if 1 is chosen then it spawns a coin and if 0 is chosen then it doesn't. So this is like a 50/50 chance. If you want to make it rare you can use choose (1,0,0,0) where it has 25% chance to spawn a coin etc.

  • You could give each icon an instance variable to identify, so numbered 1,2,3,4,5

    Have each player as a global variable, and assign them this number on selected.

    So if player 1 picks 3 then P1=3, if player 2 picks 2 then P2=2

    Then you can compare what P1 and P2 are and make them invisible. When you reset you set P1 and P2 to 0 and therefore icons reset.

  • In the manual for mobile advert it tells you how to add them with tutorial. You can view them on debug apk but not in preview.

  • Should just be the one that is clicked, lets see a screenshot of your events and structure.

  • Add 'for each enemy' condition, but you may need more advanced logic depending on what is happening.

  • Why not add adverts using Construct 3?

  • If touch.y is less than a value, so whatever the middle of the screen is, then have the player move towards touch but override the Y by setting player Y to a specific value.

  • I just meant that you check if enemy is not overlapping anything and do the move, and the following check about enemy is overlapping and choose a direction happens all within the same move and it's too fast. So it moves the enemy down one space, then checks if overlapping and alters the direction, this always results in choosing the last condition where it chooses left or right because it's not detecting overlaps correctly.

    So what I did was allow the enemy to move on the is not overlapping check, then add a small wait, then call a function. The wait is because you are setting a position and there is no condition like 'has moved'. The separate function called has all of the 'is overlapping' checks to then determine if the enemy is now overlapping anything once landed.

    FYI if you edit a post I don't get notified of anything.

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  • If one object is pinned you don't need to simulate the movement of both. For the animations you can set some kind of state for the player when you press attack key, then you use this to block out the movement animations. So when moving and 'not attacking' > play move animation. When 'attacking' play attack animation.