lionz's Recent Forum Activity

  • We'll have to see the event sheet to work out where the picking went wrong.

  • Pick object, animation is playing 'Weapons'

  • It's a common problem I see on here as the animation checks get way out of hand, branching off into something like if player is on floor, and is not landing, and is not shooting, is not moving, then play this animation, then it becomes impossible to follow. Better to start with basics for these animations and keep it as simple as possible.

  • Yeah I can imagine where the problems are with the inefficient events. As you get better at Construct you can limit the number of things you are checking against. For this you would put conditions at the start of the player's general movement saying that they are not frozen, then if they are frozen you set idle animation. Unfortunately you are now left with a bug that you'll have to debug and find out the problem. The likely cause is the timer not resetting as expected.

  • Well maybe not disable the whole behaviour but you can restrict movement by setting max speed to 0.

  • Couldn't this just be a single event? When player attacks, disable platform behaviour, wait for 'timer', enable platform behaviour.

  • You could use system compare two variables, if distance(player.x,player.y,enemy.x,enemy.y) less than equal to the 'range value' then enemy set position self.x or self.y +/- value depending on direction. The distance formula calculates the distance between the two objects. You could also do it another way which is to stick an invisible sprite on the enemy and have when player overlaps that sprite then teleport the enemy with set position, the both accomplish the same thing though.

  • Well to teleport it would be set position I guess. If distance between the two is such a value then set the enemy's position to self +/- some value. Pretty simple unless you are looking for something more elaborate.

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  • Create a family instance variable and toggle this to a different value for the family instance when the instance is picked as immune. Then under the acquiring target events add a condition that the family instance must have family instance variable set to the non-immune value to be picked.

  • When you pin it to the sub, select 'position', not the default 'position and angle'.

  • It should work but it might not be flexible enough for what you want. If not, then post back in here, there will be tons of ways such as setting the value of the objects to submarine+/-x,y, or I think you can put the UI items into a layer with parallax set to 0,0 which means they never scroll.

  • That's another very generic question, are you a beginner because I would suggest taking a look at the manual before starting something as detailed as a megaman style platformer game. In general you are looking for conditions (press C on an event) then it allows you to run something based on a variable being a certain value. An int is a number, a string is text and boolean is true/false, they can be used as conditions or 'if statements', run an event if such a value is x.

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lionz

Member since 5 Aug, 2013

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