lionz's Forum Posts

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

  • 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.

  • Persist is a different thing to a save game. Persist is saying that during the game the chest will keep the same state between layouts rather than refresh its state and variables. When you start a new game it is new data unless you are loading and saving. You can use system save to save the state of the game that includes the objects with persist at that point, and then when you launch the game load the system save.

    construct.net/en/tutorials/how-to-make-savegames-313

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  • Dam they look well worth the $100, good stuff :) What does 'Mobile Sleep' do? Maybe that resolves some problem OP is having.

  • Is that screenshot of the spawn marker during gameplay or in the layout? Make it visible and see if its moved?

  • Compare the origin imagepoint(0) of the marker and the player, one of them is likely not in the centre.

  • Yeah that will be Push Notifications usually based on something ready in the app or a 24 hour delay. I've used Urban Airship before where you can send Push to users whenever you want.

    — ooo you have plugins to do this that's nice, there is some hope then for people who keep asking this question ^^

  • Hmm you still have the variable as a number. If it is one message per computer then you can just have A pressed, computer is active, set text to computer.message (where message variable is "c'est vide" for example, not a number). Or are you saying a computer will use multiple messages? Are you trying to do something where it shows the message once then says a different message after that?

  • If it is basic one message per object then the easiest way is to set the object instance variable (computer.variable) to the text to be displayed. Then when you collide you can say set text to ""&computer.variable.

  • This gets asked a lot and unfortunately you can't do it. It's possible to do something with variables/time to compare how long has passed since you closed it but other than that it will just be suspended.

  • Remains where for 3 seconds, overlapping the object?

  • Add button : set unfocused to the click button event.

  • You can do it with 2 global variables for up and down movement that start at 0

    Then you number the locks across with matching var1 and var 2 instance variables as if it was a grid, so top left is 0,0. The second one across the top row would be 0,1 etc.

    Then you have logic, on right pressed, add 1 to var1. On left pressed, subtract 1 from var1. On down pressed add 1 to var2, on up pressed add 1 to var2.

    Then you need the final bit of logic set hand position to lock where lock.var1=var1 AND lock.var2=var2

  • Looks like on the normal shooting you were setting the bullet to the position of the gun and firing. If you want to fire more bullets you have to create them with the create action, or you can use gun spawn bullet at image point 1.