lionz's Forum Posts

  • What is not working?

  • You use Construct 2 to import spritesheet and play the animation. You create the sprite animation elsewhere.

  • Mmmm nice waves

  • Ah right so you were concerned about duplicating a bunch of events, yeah Families are probably the way!

  • Yep that could work..

  • It's not totally clear what you mean. How did you make your char select? It's a multiplayer game? They are using platform behaviour? You want one char to have default controls while another uses other keys? All characters should have the same controls (not sure how that would work for a game)?

  • Every tick set block.bullet.speed to player.platform.maxspeed

  • Hiya, it won't be to do with the event sheet if you used my file. I had to delete the layer with the splatters on so I could edit the file, I am a Construct 2 guy. You'll have to just copy the logic from my shares into your own project.

  • Yes the disabled block is for when you don't need to know the predetermined times, I don't know how your game will work.

  • For this I would change all the elements to variables so you can easily tweak them. I've set up events that change the variables but if in your game it is consistently adding an enemy every 10 then you could ignore the timer and use variable to self+x every 10 (see the disable event as an example), depends on if your game always does something every 10 seconds and always increases in the same way. I've set up some events for you so you can see how to manage the variables and keep the original spawning event as just the single event.

    https://www.dropbox.com/s/35rdde98z77m5 ... 2.c3p?dl=0

  • At the point of the overlap you can store the x and y co-ords as global variables then when you return to the first layout set the player position to these values.

  • Not really enough information here and are you referring to the built in button object or did you make your own?

  • You need to add conditions in the normal jump animation event such as 'when not doing high jump'. You'll need to have this as a variable or bool on the player, something like isJumping for jump which you may already have and isHighJumping for high jump. This means that it will know to only use the jump animation when not in high jump.

  • Awesome!

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  • Hiya, for this I would rename it to Splatter, and have the animations set up for the colour so "white" "blue" "green" etc in the same way you did with the player. Then in your condition for enemy overlapping player, spawn Splatter, set Splatter animation to player.colour. So if player.colour is "blue", it will spawn Splatter with animation "blue", they can be related easily.