lionz's Forum Posts

  • The usual way to solve your problem with the collision boxes is to have one box for the player and you pin the animations onto the box, that way you can change the anims and don't need to worry about the collision.

    The anim issue, what other animation is it trying to play? Because you used right arrow key maybe it is trying to play walk, or it could be idle. The issue of cancelling or freezing animations is usually because more than one event is true at the same time.

  • Could be an event sheet problem. The layout needs to read from an event sheet, did you assign it the correct event sheet in properties?

  • In the properties of the behaviour check you didnt disable it, is Enabled ticked ? And in 'debug preview' you can click on the player object and see if the behaviour is enabled during the game.

  • It is a Construct thing yes with picking. When you pick the first sprite by var=1 it narrows the pool of sprites to pick from to that one only, so it won't find the other sprite in that same event.

    There is a way to do it in the same event but it can sound a little convoluted, after picking sprite.var=1 has 0 health, in the next sub event you can use 'pick all sprites' again to open up the pool of sprites to all, then in the next sub event you can pick sprite.var=2 has 0 health as well so then when you hit this end condition I think you will have what you wanted.

    Also an important thing, I don't think it will work anyway with system conditions for picking instances. Use the actual sprite object conditions and not system.

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  • With a container when you pick one of the objects in the container it picks the others too so you would only need one variable on one of the objects for it to act as one sprite as you described.

  • The customer gets destroyed just for ordering food how harsh T_T

  • If the icons are always in the same place then should be easy with the variable setting.

    If they are displayed in a queue then sure maybe an array is better and you display the buff at 0 in first position and at 1 in the 2nd slot etc then if buffs time out and you delete the row then they would move down.

    You can add a line of buff icon objects and match buff icon animation to the buff name at the array position. Many ways to do this and ultimately depends on how buffs work in terms of design.

  • If i'm understanding it correctly as an enemy status you can use an instance variable on the enemy object or family such as isBurn=yes. Equally if it is a case where the player inflicts burn you can use a global variable.

  • Remove curEnemies < 0 condition from the Else, if curEnemies is increasing then I don't see how it could be 0

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  • Event 254 controls the quantity text and there is a condition for don't update if the amount is 0. With event 199 disabled I think we can delete 199 and tweak 254 to display what you want if the amount is 0 i.e. display ""

  • Fair enough but did you need to post it 3 times?

  • Did you set up a gamepad or keyboard scenario and disable the other controls when one is in use? What you are describing is when two animations are playing at the same time. If you can't work it out please post the events.

  • Think I got it working. Note I had to disable an event at line 199 not sure what that does right now but it was interfering with the swap. dropbox.com/scl/fi/5j1ivu7mujkfeur7kypkb/game_edited-3.c3p