lionz's Forum Posts

  • global variable score would be something like ""&Score which you currently have. instance variable is ""&object.ammo

  • The why is probably to do with picking, when you call a function and refer to an object it does not necessarily refer to any previous objects picked before the function was called. So the spawned invisible sprite in the pin function is not the same invisible sprite referred to in the main function.

  • This should be one event, every 1 seconds with the actions on the right in order. You are not passing any values through so there is no need to use functions.

  • Yeah you uncheck the option in bullet behaviour, 'Set Angle'. This option sets the angle of the object to the direction it is moving in. You don't want this so you can disable that option.

  • Is the layout using the event sheet that those events appear?

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  • They are the same

  • On the bullet behaviour tick the box 'Set Angle', then they will run towards the player. Seems fine then. Also disable the 8-direction behaviour as it seems to be causing a bug.

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  • Yeah I was referring to when you tap down to make them smaller then it cycles round so they appear huge, I still have nightmares.

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  • System compare two values : family1.count is equal to 0

  • Family1.count = 0 and player is overlapping flag, go to layout 2

  • I like it ^^

  • With either 8-direction or tile, you would compare the x and y of the enemy to the player and based on this side 'simulate control' toward the player. Because you're using 4-direction only it's not really clear what you want the movement focus to be on, if it should just run left across the screen and then down or down and meet the player y and then left towards the player, but you can order the logic so it chooses one direction first. That seems the most suitable for what you are trying to describe.

    Pathfinding may also be suitable, you do enemy find path to player, on path found move along path and disable diagonal movement.

    With the bullet behaviour you would use set enemy angle toward player but it would move at diagonals toward the player.

  • If you are designing it so it's a high score per level then yes it's a variable per level as you would need to show the high score for each level, right?