lionz's Recent Forum Activity

  • 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.

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

  • Ok so it was the mirroring

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

  • I would start with the pick enemy logic, so whatever enemy is picked you can have its UID set as a variable on the support char so you know which enemy is connected (support.var). You didn't mention how it is picked but for example if it is the nearest enemy to player you can do that, pick enemy nearest to player and set support.var to enemy.UID

    Then this helps solve the facing issue, you say pick enemy where UID = support.var, if support X is less or greater than the enemy then mirror the support char accordingly.

    For shooting depending on how simple it is, if its just left or right then you can fire bullets and set the angle based on if the support char is mirrored or not, either 180 or 0. If it is more complex angle of shooting then you can just pick the enemy by UID support.var again and set the bullet angle towards the enemy.

    The support char would then stay mirrored or not based on the enemy X so you are free to move the support char in terms of following the player how you wish.

  • it's interesting! I had no idea what's happening but I guess that's part of the game.

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lionz

Member since 5 Aug, 2013

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