lionz's Forum Posts

  • other events change the animation so i cant use set animation here.

    im not bothered about the rotation that is sorted in my game.

    am i right that the set up i have should play the animation when walking and stop when not walking?

    because i had a very similar set up a few days ago but now it seems to be inverted and i cant figure out why.

    You don't really need the key released events they should be taken out also because they are trigger events. The events should be simple, key is down set walk animation. And then player is not moving, set idle animation or stop walk animation.

  • Use set animation instead of start. The animation is facing the wrong way by default, use the rotation tools in the image editor to rotate the frames 90 degrees. To stop it playing when the player stops walking, usually you would have an idle animation to change to, or you can untick 'looping' from the animation in the editor, and then on key release dset the animation to frame 0.

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  • Thank you again.

    I think this is correct but it is limiting the number of active shots to 5 instead of 3

    I don't think so? What were you using to verify that it's 5 shots. The variable can't go over 3.

  • Right click the is overlapping condition and choose invert, this then becomes 'is not overlapping'

  • Literally the condition 'every X seconds' from system, attached to the W key is down condition. The action then runs every X seconds while W is down.

  • On the action you need to add 1 to the global variable 'shot', you are increasing the wrong variable.

  • The variable should be on the single object that is shooting such as the player object, not on the missile which is being created. Or you can use a global variable which is fine and maybe better.

  • On the press space bar event you add another condition next to it (blocks can contain multiple conditions) which is shot.variable < 3. This is found under the player object's conditions and then compare instance variable.

  • Construct 3 Cracked? that sounds a bit dodgy

  • The original red ball that collides must have something unique to the condition as it sounds like all balls are colliding.

  • The usual response to this is to use a family, so it would be Red overlaps with Family where the Family is also the Red object, but for picking purposes it means you can use Family for the first ball and Red for the second.

    There is also something under system called pick nth instance where 0 and 1 would be the two instances in the collision, problem here is I'm not sure how it differentiates either one (could be IID). If it doesn't matter which is 0 and 1 then this could be a method you can use.

  • Again this will only loop through created instances, rather than check each object within a family. That's why I mentioned earlier it's probably not possible unless you check each individual object's count.

  • The above doesn't really solve the problem that is being asked, they want to know if every object that exists in a Family has been created, not to loop through existing instances that are already created.

  • You need to be able to save after the shop, or any time. Have a look at the Persist behaviour because it sounds like your problem is with the coin objects and their state. The Persist behaviour added to the coin means they won't reset.

    You can in theory save only the global variable in local storage each time and keep loading its value, but why not save the whole game ?

    If this still doesn't resolve it, please give a better idea of what the game is and the design around the coins and the resetting.

  • When you say coins to reset do you mean a variable or a number of objects? You should use a global variable as the value carries over between layouts and you can save any time.