For dmg above a unit you can put the txt object in a container with the enemy so when you spawn enemy it has a txt object with it that you can pin above it.
Good luck with this, looks great! I love the cactus enemy he's cool.
Yeah that's fine, for this instead of pushing at the back as described above you push to the front. When you push to the front, the old data moves down and becomes 1,0 and 1,1 and the new data becomes 0,0 and 0,1. Does that help?
Hi, did you purchase Construct 2 or are using the free version? You must purchase it and follow those steps : Once purchased, click the Download media bundle link in the About dialog to get the extra assets bundle
Hiya, I think it's because the reference instance it uses is in the 02 Mercy Please layout. I seem to recall it picks the level 0 so first in the list of layouts on the side 02 Mercy Please is the first layout. If you select all instances of block in 02 Mercy Please and disable Set Angle then it works, it's using the instances in there to set the angle to the angle of motion. Also to note you do have a mix of set angle enabled/disabled in the World layout however it's not referencing these for creating that block, setting these to Set Angle off still produces the issue because it's using a block instance somewhere in 02 layout.
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load the enemy into memory at start of layout, either create event or have it in the layout then destroy it, that should stop a stutter on creation. If it's not this then it could just be lag when generating obstacle map across 16kx16k layout.
Yeah you should continue with this idea, seems interesting like a puzzle game I guess with quirky characters.
I will move to C3 eventually, I just love C2 for making little prototypes. When I actually finish a game I will likely buy C3 and import it at that point. :)
Great! Congrats for finishing a game, looks good :)
Cool I'm glad that you managed to find a fix there, I wasn't able to mess around with it :)
Yeah I was about to post that the top level of the moment for clamp should really start with an on timer, that way you can split it out easily. On timer, then check if the angles match up with cheeky, if not then move. I think the rotate happening independently is going to cause problems too, you should try and fit that within the movement somehow, I think a lot of those events can be trimmed down so you have more control.
Ya I was expecting simpler tile movement events but you have a lot of events with sub events running every tick, and I can't edit the file as I don't own C3. I just apply the same logic from C2 on projects I can test :D I did notice that event 77 doesn't have a wait though which might cause inconsistencies.
Member since 5 Aug, 2013