AnotherUser's Forum Posts

  • > Yeah ... Makes sense. Every 1 second, the up arrow key simulation will be pressed – a single press is enough for the player to jump. The same will happen to the left arrow key simulation – it will be pressed only for a short moment, so you cannot see any difference ...

    >

    soo.. i need to make 2 different event for my player to automatically jump and move left ?

  • report as a bug ?

  • probably use bullet behavior on the axe, and after a few seconds.. (when you want the axe to come back to you) set - every tick, set angle toward your character position.

  • what kind of game ? hold 'em ? blackjack ?

  • soo my "player" has a "platform" behavior, and then i made a simple event.. where every 1 second.. my "player" will Press the jump button and left button at the same time using the simulate control event... but.. instead my player only jump.. and never moving left.. is this a bug ?

  • or i need to download a new version everytime it comes out ? :/

  • for this case, you need to make a new animation when the "player" attack and move at the same time.. and make the a condition if you click and pressed down button

  • "for each" event means that every instance (every single object.. even if you have the same sprite..) soo if you have 1 object.. and you duplicate it.. they will run the code you give for each of them... and not both of them

  • 1. Use overlaping collision to check the collision permanently

    2. Right click on your condition and use INVERT

    thanks alot !

  • oh yea.. also "else" condition wont work

  • so there is a "on collision with another object " event. but how can i make a condition that checking for the object not colliding with other ?

  • ok.. so lets say... i only have 1 type of object.. so lets call it a "block" soo.. on start of layout there will be 2 blocks.. both of them are the same object.. but they will spawn in random position and.. every tick.. they will move toward each other.. so i tried to use everytick.. move toward block... it didnt work.. i tried to use for each instance.. pick nearest and futhest "Block" but they just picking themself.. and none of them move.. help ?

  • That destroys only one of the two colliding objects. But you can achieve the same thing with many different conditions as well.

    it works very well.. thanks alot !

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  • "You can also do it with on collision with brick and then a condition that picks one of them to destroy as well" what is the condition ? can you give me the example ?

  • umm.. try "Anchor" Behavior ?