lionz's Recent Forum Activity

  • Where do you set the selected item variable? You are no longer clicking on an item so that variable is important.

    If I am understanding the design of this correctly that on clicking equip button you unequip the current weapon and equip the one marked as 'selected' then you should remove most of the logic from the equip button click event and just run unequip function then the equip function. All logic can take place inside those functions now. That should work if the item you want to equip has the variable set. Also move the nearest inv slot check for the moving inventory item to inside the equip function.

  • There is a bit of an issue I guess as you are picking the same location object from and to. Setting global variables 'on arrived' may help for next location then you can say 'on keyboard up' pick location where name = gv nextlocationup and pathfind there.

  • Heroes4hire also you'll need to post contact details there are no DMs here.

  • Sounds like you are after an artist then? Some options I found are the Construct community discord here, or also r/INAT and their discord for finding team members.

  • I know the cause will be to do with the many conditions but I don't really want to spend time trying to work out where exactly, instead I will say I think the bools are unnecessary unless there is something about the game design I'm not aware of. I would rework this to just use 'active power' and set up the player and behaviours for that power based on this, no need to add complexity with the bools on player as it is creating bugs. It will be very simple if you scrap the bools and have active power set without checking if you don't have other powers.

    All could be one in one function, for example :

    on I pressed - run function 'assign power' with slot 1 power name

    on O pressed - run function 'assign power' with slot 2 power name

    on P pressed - run function 'assign power' with slot 3 power name

    function 'assign power'

    - if 'power = Flight' - disable platform, enable 8 direction

    - if 'power = Invisibility' - disable 8 direction, enable platform

    - if 'power = Athlete' - disable 8 direction, enable platform, set speed

    etc

    For UI display things you can check what the current power is, if the name of the slot is not this power then you dim them etc You can assign current power to a global variable at the point you press I, O, P, and use it in this way.

  • Create the function on the right where it says Add.. and then in the set value action instead of f.call you can say Functions.function

  • nice effort, good luck with it! I love to see Construct creations on Steam.

  • First create 3 layouts, then create another one

  • One option to simplify it is to have enemy_impact existing the whole time pinned to the player then say, if player is overlapping enemy_fire then set enemy_impact visible else set enemy_impact invisible.

    If you have to go with the spawning, the trigger once can cause issues with multiple instance picking. You can try this : if player is overlapping enemy_fire and enemy_impact is not present, then spawn enemy_impact. And if player is not overlapping enemy_fire, destroy enemy_impact.

  • This is just a statement, what problem are you having? Please add more info.

  • Ok so it was the mirroring

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  • The gun is set to not mirrored in both cases, that is intentional ?

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lionz

Member since 5 Aug, 2013

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