lionz's Forum Posts

  • There must be some kind of ethical limit about charging people for a plugin which is just an instance variable that already exists in Construct

  • "I took off the "load" events and replaced them with "go to layout". This way the blocks I edited showed correctly."

    So it was the loading of the save game as mentioned ?

    For the other bits I don't really understand the question. You are loading games, restarting and going to layouts but I don't know why, that will be up to you to decide I guess.

  • Event 55, it says set highscore to score without any condition, so it always changes the high score even if the score is lower.

  • I'm talking about a save game. You posted here recently where you are loading old save games with events. If you disable the load game from save slot events, does the issue still happen?

  • If it gets reverted to 0 after a game over, then at what point is it saving correctly ? Because after a game over is the only time we see you save it. I would maybe share the file at this point.

  • So did you confirm if it is setting high score correctly from local storage on game launch yet ?

    There is a potential bug if game over is set to 1 on game launch but my assumption is it's set to 0 and you set it to 1 when you die.

  • Either it doesn't exist or the saved value is 0 so when it gets it there is no difference. Do something with 'on item missing' to see if this is the problem.

  • Sounds like you are loading an old save where those blocks still existed.

  • Nope that is a condition if attack=1, you want to set attack to 1 with the action when you click the mouse. Then you can add a timer or wait, or perhaps say 'on attack animation finished' and set it back to attack=0. The idea is to set attack to 1 when you attack so the walk animations will not play.

  • It's the same as original issue, attack is always 0. You didn't set it to 1 when you attack.

  • You are hiding the events on the screenshot..

  • You could use 'spawner is off screen' then reset the spawning logic on it. I can't remember what happens in Mega Man.

  • The idle animation condition should be something like '8 direction is not moving + attack=0'. Also on the attack events you need actions to set the variable to 1 and then back to 0.

  • There is a condition under the spawner object 'pick nearest/furthest', you can use this to pick the furthest one away from the player.

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  • This is a common issue, it is because the walk or idle animations override the attack. So if you are moving or not, it will always try to play walk/idle even if you shoot. The way to fix is to add more conditions such as 'attack animation is not playing' under walk anims. Problem is you have many different anims so a variable might work here. When you want to attack set an instance variable for attack to 1 and then back to 0 when the attack is over, then with your moving/walking animations add condition variable for attack equal to 0.