aCuria's Forum Posts

  • How to unlock a selected item? I only see a unlock all. I dont want to unlock all, just unlock one item

  • Is there a way to reference each instance of a given sprite? I wish to create an array for each instance of an enemy sprite, but I see no way to do this.

  • When i have a png-8 format sprite, transparency works fine.

    However when I have a png-8 format sprite with animation, the transparency fails.

    Any way to fix this while maintaining png-8 format?

    Thanks

  • 1) There is a bug with system remove solid attribute. It simply doesnt work

    2) Is there another way to make a given object non-solid realtime?

    Thanks

  • Hi,

    I have been trying to implement more braid-like mechanics in construct but I have run into some problems.

    #1 I cant get the method to scale for N objects. The idea is that we save the location of each object every tick. How would I automatically create an array for each object depending on how many objects I have?

    For example, in the cap file below i have doors and keys. If i wanted an infinite number of doors and keys, how would this be implemented?

    #2 For multiple instances of the same object, does each instance have its own private variables? If so, is there a way to reference a particular instance of an object?

    CAP file here:

    http://www.mediafire.com/?u7wwk82w2j3lxnn

    Dependencies:

    1) construct 99.96

    2) 'S' plugin

    3) 'path' plugin

  • That's a link to the S plugin. The path movement is here:

    Thanks Attan, that plugin solved the issue that I mentioned previously

    Unfortunately, I have the same problem as you in running the game. Basically I get a runtime error immediately and theres no debugging information to attempt to solve the problem.

  • When I try to open the *.cap file, I get the following error:

    "You require the behavior 'Path Movement' to open this file."

    Any idea what I did wrong?

  • How would time-mechanics be implemented in construct?

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  • What is the best way to think about multiple levels in construct? Should each level be in a different layout or should events be used to load things to get another level?

    How are behaviors of objects updated if there are multiple levels? Must changes be done individually on every level?

    Can an object have a static variable? IE: player sprite has a static health variable that does not change from layout to layout.