lionz's Recent Forum Activity

  • What the other guy described above then seems like a part of the fix. You need a variable set from 0 to 1. Then you can have an event - boss on created, if var = 1, destroy. If you recreate that initial boss there's no way to know you destroyed it already unless you set another variable.

  • Making a metroidvania in one layout? Feels like a bad practice

  • The collision of the jump thru platform wouldn't change so it must be the player animation. Check what animations are playing and look at the collision box around the player. The roll jump probably has no collision box so you sink into the platform.

  • What you are describing above is the Persist behaviour. When you create the boss object, give it the Persist behaviour then it will remain destroyed after you destroy it.

  • I made an instance variable to the text.

    then in the event sheet at layout startup i set the text to the instance variable which i made global

    Why?

  • If it's that different then clone the object and call it the boss, easy fix.

  • Looks to me like the jump isn't high enough even with the second jump and roll animation it doesn't reach the height of that platform so the player is stuck inside it.

  • There could be many reasons it's not working. I would start by checking the global variables in debug preview and verify they are as expected.

  • I feel like this would've been faster to check it yourself instead of post? The action actually runs straight away when it's triggered and then every 8 seconds after that.

  • You'll have to share the project so I can see how you've made the inventory.

  • The easier thing to do is add more global variables if you have different weapons. pistolAmmo, shotgunAmmo etc. You can have another variable for 'currently equipped weapon' where 0 is pistol and 1 is shotgun. You subtract from ammo depending on the equipped weapon.

    When you use instance variables like that all you're doing is moving what could be a global variable into a more difficult way of doing the same thing because now you have to pick instances.

    You could think about using instances and variables if your items and ammo are being stored in an inventory array, then they could relate easier but I think you're not using an array.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If you said to group all effect based actions into a group called 'effects' then I would've agreed and that makes more sense to me. To further sub categorise what is in front of you under layers seems a bit unnecessary.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 79 followers

Trophy Case

  • 13-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • Continuous Visitor Visited Construct.net 365 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

26/44
How to earn trophies