lionz's Forum Posts

  • You pick a ship but then in the group all ships are picked again, they need to relate to each other, either in the same event as a sub event or send the picked ship through a function as a param.

    I reworked it with a bool that changes for the picked ship, so you can see it act on spacebar press :https://www.dropbox.com/s/mi5xp98xm31fp9s/alternating.capx?dl=0

  • No i don't think so, only at runtime. I think Construct 3 has this option though.

  • It is placed in the layout you try and run and then it is destroyed as part of that event so there's no instance left, that's the issue. Just put one instance in the unused layout.

  • Are you expecting to go to another layout for the battle? It's not quite clear but I don't think you need a family for this, you would just compare the square landed on or possible spaceNumber variable and then use this to go to the layout or battle. You could run spaceNumber through a function as a parameter that loads a certain image.

  • If it's a single button press you could have a variable increment and a timer that counts down on the button press, if timer expires then reset the variable, if the button is pressed in time then restart the timer. if it's complex combos you could look at arrays and punching keys in sequence and then checking what's in the array.

  • It's kinda true, I didn't even realise there were lives until it restarted. It didn't discourage me, I just decided to tread more carefully, although this is one of the first levels so maybe on very challenging levels it would get frustrating to be at a 'checkpoint' then have it restart the whole level.

  • Too lazy to mirror the guy when moving left! XD I was playing this incorrectly at first, I was trying to collect bananas oops.

  • Yeah sounds like you already know what you're doing, did you try it?

  • There's a system date/time plugin that you could use to determine system time, time away from the game etc

  • Whatever you're trying to do can be done with sub events. The initial event is what has to be true and then the OR conditions are individual sub events. i.e.

    Y = true

    ---- X > 3 do this

    ---- X < 3 do this

    This is saying if Y= true AND x > 3, do this event, OR if Y=true and X < 3, do the second event.

    Or like I said above they can be individual events with bunched together conditions. If you're trying to do something specific and can't work out how then post what you're trying to do.

  • It's just two conditions together, when you create an event and then press C, these are AND. If you've already made an OR block, remove the OR, that is an AND block.

  • What are you using to move it, MoveTo? Pathfinding? 8-direction behaviour? use these to predict what animation to play, not its difference on x,y from the player. If simulating right or angle is 0 then play right etc.

  • Adding a 'for each tile' at the top of the event should stop this from happening.

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  • The frames are along the bottom, below the image.

  • Probably the common issue of animations overriding where it's Y is always greater or less so it plays that animation and the left to right animations get overriden. Impossible to tell without any posted events though.