lionz's Forum Posts

  • Seems fine if the bottom 3 panels are also buttons you tap. I'll have to download and play it rather than just watch the video ^^

  • The sickle looking bits on the table that you move left and right touch, or so it seems. Maybe that's where the player is tapping actually now that I think about it, they might just be arrows where you touch.

  • This looks interesting, what do the 2 end bits on the table do, give you the ability power? Seems fast paced and competitive ^^

  • It's a small bug but not a big problem, just don't use line breaks for redundant 'organising'. The bug is to do with line breaks, not the compare two values condition which the topic suggests.

  • Compare two values is for comparing one value or expression against another. I'm not sure what you're doing here but it's not a bug.

  • Hiya, families work well for applying logic to all objects at the same time and you will be fine to spawn a random object inside family when you opt to create the family object. When you start trying to identify individual object types within a family this is where it becomes difficult because you can't do it. For this type of logic you need to return to using the object types and instead of spawning a 'family object' you would do something like for example, pick a random number from 1 to 5 and spawn the object related to that number, if that object is already on screen or count > 0 then destroy it and run the randomizer again. You would need to break it down to check if Object A exists, Object B exists etc, not the family.

  • Player is overlapping object lava, subtract 3 from lives variable. Or if it's every X seconds you can add this condition too and subtract 1 from lives.

  • This looks like first person perspective from a helicopter, not top down perspective. To achieve that gif you would create a cursor and have the bullets angle toward it and adjust their scale as they move.

  • Unfortunately that's doing the same thing but has moved to a function so will produce the same error. You should move the selected player to a global variable, something like this :

  • Cool you can remove that file now. I don't know how it could've worked before but you are trying to create the player with platform behaviour inside the marker object at xy. Better you give it some space so changing to marker.y-20 should work well enough.

  • Not sure then, it's just guesswork, you'll have to share the capx so I can debug it :)

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  • Can't see your game so no idea what that means. Post a screenshot of the events for the character switching.

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  • Percentage of the hp to apply to any hp amount would be like :

    25% = maxhp*0.25

    50% = maxhp*0.5

    75% = maxhp*0.75

    To set animations based on this they would probably be a variable and you check between the values.

    So for first animation Is between 75% and 100% = is between maxhp*0.75 and maxhp

    second anim = is between maxhp*0.5 and maxhp*0.75

    third anim = is between maxhp*0.25 and maxhp*0.5

    final anim = less than max hp*0.25

    And so you don't have to keep writing formulas you can assign them variables :

    var1 = maxhp*0.25

    var2= maxhp*0.5 etc

  • I would have to guess that it's not working because events run top to bottom, it might be setting a boolean true and then false again in the same tick. If your conditions are set up like if false then set to true, if true then set to false. You could press a key, then pass the current variable through a function to check it.