lionz's Forum Posts

  • Nobody said anything about mental problems, I'm asking why you want to have sub folders for family objects. If for example I have some families "Enemies" "Characters" "Weapons", I can't think of a sub folder I would need to create to categorize it further.

  • I mean why do you feel you need to categorize families?

  • Not really understand the events you've written but with animations you have to be careful that several things are not true at the same time or it'll cancel out one of them and you'll never see the animation. If you have an event that says on crouch button pressed, play crouch animation then it'll always play it when crouched regardless of any other buttons pressed.

    You can filter it out with variables/states for the player. When you are crouching you say player isCrouching=true. Then you have logic isCrouching then play crouch animation. If you also press attack then you have logic isAttacking=true. Then you can have an event if isCrouching and isAttacking play crouch attack animation. The previous event for isCrouching=true then becomes if isCrouching and not isAttacking which would just play the idle crouching animation. It's just about making sure more than one condition is not true when you are playing the animations.

  • You've put it on a background image, Scroll To Behaviour is usually put on the player so it follows them like a camera. You can't have it on both, disable the background one.

  • You should be able to do that, for example if you have GameOver1 and GameOver2, you can Play(by name), "GameOver"&player

  • It's easy to do with events though and shouldn't take too much longer with conditions, if player=1 play a sound, if player=2 player another sound.

  • The folders are for organising objects in the editor, not for referencing in events.

  • Help us to help you, by providing the file or some more information. Do you mean viewport? If so, that's how it works. If you're saying scroll to behaviour only works when leaving the layout, I don't see how that can be the case.

  • In what way are you trying to further categorize families?

  • Looks like you are setting the local storage item to the string/literal text "LevelUnlockCountGeneral". Should be ""&LevelUnlockCountGeneral to use the variable.

  • If you give the Tilemap object the Solid behaviour, then any filled in tile becomes an obstacle that blocks the player movement.

  • A quick fix is to move 'on touch orange' to the bottom of the event sheet so it checks it last. If that isn't good enough I can try and think of a different resolution.

  • Weird post, look at Pygame.

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  • You've phrased the questions like they are in reference to a file but you haven't shared one.

  • Ah I missed out something there which may have confused you. You need a global variable that acts like a counter, then when you create enemiround object you set enemiround.variable to global variable (so 1), then you add 1 to global variable. Next time enemiround is created enemiround.variable will be 2. The reason its setting all crystals to same number right now is probably all enemirounds have the same number and I didn't mention you need to increment it.