lionz's Recent Forum Activity

  • That's the way to do it. Share the events you used or more info.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • It's ok for the rock to teleport or it should move? You can set position to imagepoint 1 when you press the button and back to imagepoint 0 on animation finished. You can use pin to imagepoint. Create another imagepoint above him where you want the rock to go.

  • hmm let's see your events, i don't have time to make this

  • You could set more image points on the player object. Set the rock to the image point positions (player.imagepointx(1), player.imagepointy(1)) etc on the various actions.

  • Set bullet angle of motion, you dont want to set angle that is why it's flipping upside down. If you untick set angle, and use set angle of motion then it will just change the movement direction which is what you want.

  • Is the rock important to the gameplay? You can just make an animation of him carrying and lifting it.

  • The functions you posted look like they can be set to return type None though so shouldn't be a problem?

  • 19 you do in the same way, call as an action > functions. 25 you replace function.param(0)with the parameter that now appears as a kind of selectable variable in the list.

  • Some people run into a problem with picking instances in the same tick because they're not available to be picked yet. If your loop is running in the same tick without any waits then it might not be able to use the islands you have created for an overlap check so waiting for next tick or wait 0 seconds before calling the function each time may help. I believe it waits until the next top level event for instances to be made available so if this is all looping in sub events it may be the case. Also it may just be an issue with the picking conditions and 'family overlapping family' but I can't see the events so it's only guessing.

  • If you are referring to the source object then it will be from the origin image point by default in the centre so I don't see how that can be changed, if you are using that object then you can pin another sprite to the front of it and give that the line of sight.

    If you are referring to target object you can use line of sight to position object x,y minus half the width of the object, the only problem with this is you would need to alter logic depending on if its on the left or right side of the player, or above and below if that's possible. My approach is to add another image point to the front of the target object on the bounding box, you can then use line of sight to position object.imagepointx(1), object.imagepointy(1) which targets that new imagepoint and not the origin in the middle.

  • Set bullet angle of motion to 180 and untick 'Set Angle' in bullet behaviour

  • You need to split the enemy on created logic and say depending on the stage(var) - set enemy instance health to a value. Or with tracking using a global var, you can set this at each stage and always say enemy on created set hp to global var.

lionz's avatar

lionz

Member since 5 Aug, 2013

Twitter
lionz has 79 followers

Trophy Case

  • 12-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

25/44
How to earn trophies