lionz's Forum Posts

  • I would try what you described in the original post checking x-1 and x+1 for a matching type that's why I wanted to see what you tried and isn't working. Also try testing it with delays so you know everything is working as it should. Also rather than a for each block, a for each ordered by something may work better for tracking which block is being checked. Did you check that the array looks correct and as expected btw?

  • > It's interesting that you shared a screenshot of the part that works and not of the function that doesn't work.

    The function doesn't work, and has nothing because I'm not sure if I should us a function. Thanks for the reply though.

    If the function has nothing in it then can confirm this is why it's not working :P

  • It's interesting that you shared a screenshot of the part that works and not of the function that doesn't work.

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  • You posted this in the wrong forum, also check out this guide on the best way to get help from the forums

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • System > compare two values > global variable counter is greater than global variable max > action : set global variable counter to 0 (or min)

  • Have you tried removing the add on? Another thing you could try is opening it in the previous stable release 432.2 see if it has the bug.

  • depends on the condition you used. If it was something like bullet on collision with Enemies(family) then it should pick one instance so your condition must be picking them all somehow.

  • The usual way to solve your problem with the collision boxes is to have one box for the player and you pin the animations onto the box, that way you can change the anims and don't need to worry about the collision.

    The anim issue, what other animation is it trying to play? Because you used right arrow key maybe it is trying to play walk, or it could be idle. The issue of cancelling or freezing animations is usually because more than one event is true at the same time.

  • Could be an event sheet problem. The layout needs to read from an event sheet, did you assign it the correct event sheet in properties?

  • In the properties of the behaviour check you didnt disable it, is Enabled ticked ? And in 'debug preview' you can click on the player object and see if the behaviour is enabled during the game.

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  • It is a Construct thing yes with picking. When you pick the first sprite by var=1 it narrows the pool of sprites to pick from to that one only, so it won't find the other sprite in that same event.

    There is a way to do it in the same event but it can sound a little convoluted, after picking sprite.var=1 has 0 health, in the next sub event you can use 'pick all sprites' again to open up the pool of sprites to all, then in the next sub event you can pick sprite.var=2 has 0 health as well so then when you hit this end condition I think you will have what you wanted.

    Also an important thing, I don't think it will work anyway with system conditions for picking instances. Use the actual sprite object conditions and not system.

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  • With a container when you pick one of the objects in the container it picks the others too so you would only need one variable on one of the objects for it to act as one sprite as you described.