99Instances2Go's Forum Posts

  • When those 2 instances collide, what makes one of them the one and that other the other one?

    I mean, if i set one on animationframe 1 and the other on animationframe 2, then i know wich one you want me to pick when you say: it is the one with animation frame 2.

    How do you want me to identify them, would i want to make an example ?

  • Do you want them to stay on their platforms ?

    Do you want to give them a mechanic move pattern and react when the player moves towards them ?

  • >

    > > You may have already decided but I would second the pinning the animation object to the physics object.

    > >

    > >

    >

    > The origins jump like 40 pixels.

    >

    You need to set the origin for each frame

    I agree. Before giving them the easy out by using a helper object, should first show them why they have problems because they did not take proper care of the animations.

  • I mad a few dumb mistakes. Here goes.

    https://www.dropbox.com/s/scbly2vm4k4ny ... .capx?dl=0

  • You may have already decided but I would second the pinning the animation object to the physics object.

    The origins jump like 40 pixels.

  • Okay, what is not working properly? Lets adjust.

  • Don't know if your deadline is gone. I looked into your animations.

    I found 2 things.

    1/ Several events start different animations on shared little moments.

    2/ The collision box of the capturing and the captured animations jumped up. That way there came a gap under the player. And player started to fall. Triggering the fall animations.

    I can't make all your animations right. To much work. You would have had the same problems with a helper object. But i like to share with you the capx that i used to test the animations pair by pair. On the end of the events sheet, you find all animation changes i made/tested in 1 place. I renamed the animations for the green player, to be able to do this. Do not use this as your project ! It is just an example, and i only made changes for the green player.

    I hope that if you see this, you are convinced about getting those darn animation changes neat and cosy in one small block.

    https://www.dropbox.com/s/oizt90ztopdsa ... .capx?dl=0

  • I like the graphics and the ethos.

  • At a glance, i see event 160, 195, 230 and 265.

    When the player is not moving and when it overlaps itself, it plays "captured".

    I dont know about the other conditions, i guess at least one of those combinations is true when on the left or right wall. Especially the health = 1 ... because

    When the player is not moving and on the floor and health = 1, it wants to play "idle" too.

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  • Then that 'angle change' seems a neat idea.

    Just use the sprite.bullet.AngleOfMotion expression, it can differ a lot from the sprite.angle.

  • Dear, excuse me for having IID like 11.445, i know that means that i should sit silenced in my corner.

    But as a beginner, i think i have to right to ask you a beginner question.

    How is this 'hack' different from running trough the list in the other way ... like

    For "index" from sprite.count to 0

    pick nth loopindex("index")

    or

    for each (ordered by sprite.iid, ascending)

    or

    for last one

    pick all

    pick nth (-1)

    or any expression like

    pick all

    sprite(sprite.count - 44).x

    As in my beginners opinion, the difference only seems a warning about future support.

  • The symbols need numbers (instance variables) that correspondent with their framenummers. This way you have the right face by the right index in the array. On the y-positions, you store things like if they are found (1 or zero), wich level they are .... and so on.

    But also a number that correspondents with the doors. The doors (their spawners) need numbers (instance variables). All of them and unique. So, 1,2,3 for the first level. 4,5,6 for the next level.

    Now you have (on a y-postion, lets say position 1) on array(symbolnumber,1) the info that its found or not. A 1 means found. A zero means not found. If it is 1 it goes to show in the book.

    You can do the same with the doors. Say on array(symbolnumber,1) you set door number. And say, if it is a zero, the door is not chosen yet. Else it is chosen. Not chosen yet, choose. And display.

    https://www.dropbox.com/s/qabnmfbu2p2o1 ... .capx?dl=0

  • I have no idea, the sprite is at the right size when i open the project.

  • R1,R2,R3,R4 are string variables.

    Set R1 to choose(a,b,c,d .......................,z)

    Set R2 to choose(a,b,c,d .......................,z)

    Set R3 to choose(a,b,c,d .......................,z)

    Set R4 to choose(a,b,c,d .......................,z)

    Using an Array or a list you can do this with a loop.

    Set text to R1&R2&R3&R4