Anthracite's Forum Posts

  • Hi there,

    I'm looking for a way if possible to set a sprite to gradually change its' tint to a specified colour, then go back to its original one. I've tried out the various effects but I can not get this to happen smoothly ... can anyone help this poor idiot out?

  • So I am working on a custom ladder system for our platformer, this is the events so far ...

    The Vector Y bits are working perfectly, but the X bits aren't at all. Any ideas as to why?

  • Hi there, hoping someone can shed a little light on this as it would be perfect for what we need ...

    Our running animation is 10 frames long

    Our shooting animation is also 10 frames long

    When the player is shooting whilst running it uses the 'play from current frame' to switch seamlessly to our main character shooting whilst running so every stays in sync.

    What we would like to happen is for us to change the animation back to the standard running animation when 5 frames have elapsed of the shooting animation. Is this possible?

  • Hi there Gigatron, loving this effect!

    Is there a method so that it just goes to white and then back to the original image,

    At the moment it goes to black / invisible which is the bit I'd like to remove.

    Thank you!

  • Spoke too soon on this one ... for anyone that's interested the fix was to add a

    Trigger Once While True that set the Frog's Y to Self.Y-5 so it counted as landing again when it became active.

  • Hi there, thank you all for your continued support on this project... we've learnt so much already!

    We have run into a problem with a frog enemy we have devised. His movements and things are absolutely fine, the issue is with locking and unlocking his processing when you are in the same room as him. We use the same method for other enemies in the game without any problems.

    Here's his processing

    It's worth noting that we are checking the Player's CurrentRoomID every tick.

    The issue is this ...

    If we start the layout with our player overlapping the same room as our Frog, he works fine.

    However if we leave the room or start in a different room he locks up completely and won't do anything at all.

    I think it's possibly a 'cant see the wood for the trees' type of thing - but would surely appreciate someone casting their eye over this and then pointing out my silly mistakes!

    Thanks again!

  • lamar ... genius! This solved it perfectly!

    Thank you to both lamar and

  • , thank you! That solves that issue slightly ... unfortunately now when the player reaches the bottom of the ladder (when they are on the floor) they are still overlapping it and as such it doesn't animate the run. Could I PM you?

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  • Hi there, can not believe how much I have learnt on this forum already ... thank you all so much ... however I can not seem to solve this doozy!

    I am using this tutorial for ladding climbing ...

    https://www.scirra.com/tutorials/591/a- ... latformers

    And the up and down are working without any problems at all. However, for larger ladders or cargo nets I would like the player to run through the climbing animation even if they are moving left or right. At the moment, the animation stops completely when I move left or right whilst on a 'ladder'

    Here is my movement setup ...

    And here is the events pertaining to the ladder

    Up and down are working without any problems, and the movement left and right is fine too. It's just the "climb" animation won't play when I move left or right when overlapping a 'ladder'

    Many thanks!

  • Ah, this works - the issue here though is that rooms that are larger than the screen size.

    Using the camera zone method previously outlined, it bound the camera to the player when in a larger room. This now scrolls to that room but doesn't follow the player's movements within a room that is larger than the screen size.

  • Hi there, thank you ever so much for replying mrtumbles !

    I have set the first part of the event to the following ...

    However this scrolls to the nearest room, not the room the player is in. Have I done this correctly?

    Is there any chance you could provide a capx to show me properly (forgive my stupidity!)

  • Hi there, our little game is using this fantastic capx provided a while ago ...

    https://www.scirra.com/tutorials/747/zo ... a-movement

    However, what we would really like to happen is for the game to 'pause' briefly after the zone scroll has completed so the player can see the new zone and react to dangers etc. Something similar to this ...

    https://youtu.be/EqEy7BB5DNk?t=2m55s

    Many, many thanks!

  • Hi there, my team and I are looking for a master of Construct2 to implement the following camera behaviour into our WIP game.

    The camera behaviour can be seen using these links ...

    smart-camera-solved_t80481

    and

    Subscribe to Construct videos now

    We have attempted to do this ourselves, but unfortunately we can not get it right. Your help is needed.

  • Hi there BACLog, I know this thread is probably long dead but I love your camera script and wondered if I could secure your help in adapting it to my game?

  • Hi there, thank you for taking the time out to do all of this .... it's really appreciated.

    I downloaded your example and unfortunately that's not what i'm after 100%, the gliding camera is superb but it still moves vertically regardless of the players position.

    I've done some searching this morning and this is pretty much the perfect version of this is here

    Now, just to figure out why it isn't working in my little game as the movements of the camera are very stuttery.

    MPPlantOfficial, could I send you the capx for your expert eye? Again, happy to pay you for your time here.