anty21ro's Forum Posts

  • A screenshot from the first level of my game.

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  • AllanR Hey! That's what I need, thanks a lot !

  • I've tried it and then made some changes but its not working.

    I need the platform to go down when one or no button is pressed.

    When both are pressed should go up.

  • Could you drop a screenshot with the eventsheet of your approach? I can't make it work.

  • Hi. I am trying to activate a specific platform when two specific buttons are pressed (picked by an instance var called "nr").

    I've managed how to make the events system when player1 is overlapping a button and the platform goes up and when is not, it goes down, but I don't know how to make this for 2 buttons and 2 players.

    I've made an example about my attempt, please look over it. (I am using the liteTween behavior)

    Thanks!

    dropbox.com/s/mx0m7nuaaisw0ul/ButtonsAllTriggerPuzzle.capx

  • Thank you again!

  • I've tried it and it seems to work fine.

    Could you add 4 more conditions to it? "is moving up/down/left/right" ... i

    and change it's name to MotionDetector :D. If not, it's ok.

    Thank you a lot.

  • Hi.

    Can anyone create a behavior that detects if a sprite is moving or not, for C2 ? And the movement of that sprite is because of another behavior, like "moveTo", "zigzag", "liteTween", "Sine" , etc... or is pinned to another sprite that is moving.

    Like checking the xy position periodically ?

  • You set position and then pin it at start of layout, that is fine. But you have to add a condition, or maybe 2 conditions to be sure those object are picked in case that are more than one instances in the layout; so you could "pick by UID".

    Somethng like:

    At start of layout

    Sprite1 Pick instance with UID 2 --> Sprite1 set position to Sprite2

    Sprite2 Pick instance with UID 4 ... Sprite1 pin to Sprite2

    I hope it helps.

  • The way I done my in-game menu is like this:

    I've created a new layer called "InGame Menu".

    I've added all the sprites and all what I needed there, then I set the layer to Global (Properties -> Editor Properties).

    I've created a new event sheet(only event sheet, without layout) where I've added my code.

    The last step is to include your event sheet in every layout (Level) and add a new layer called "InGame Menu" in every layout as well.

  • Hi. I use the warp effect for a few sprites in my project.

    The problem with it, and other distortion effects, is that when the camera moves the parameters are changed and it looks weird.

    I've manage to change that for the warp effect by modifying the xml file and changing the "extend-box" from 25 to 0, like this:

    <extend-box-horizontal>0</extend-box-horizontal>

    <extend-box-vertical>0</extend-box-vertical>

    The problem is that this works for sprites that have their Opacity=100. If their opacity is less than 100 it won't work anymore.

    I am referring to the opacity of the sprite in the Properties tab (Common > Opacity)

    Do anyone know any solution for this ?

    streamable.com/60r5n

    Example File:

    dropbox.com/s/h19jbyulha33mz4/warpEffect_exp2.capx

    Tagged:

  • I don't know why the positioned audio works like this.

    If I have an object with positioned audio and there's no other object in its range the volume works fine when I move the player(listener) near it.

    But if I have 2 or more objects with positioned audio next to each other the volume is higher than normal, and I think it shouldn't be like this, right ? They should just "mix" and not change their volume.

    Ashley Why is this happening ?

    Also, even if I go far away from an object I can still hear it slowly. I've played with the roll-off factor in the audio Properties tab but couldn't solve this, so I think the option is to add additional events for each sound in the project and set volume in relation with the distance to the Player.

    I've created an example here:

    dropbox.com/s/9rifwrtpjip5yq6/SoundAtObjects_1.capx

  • It works in terms of distance/volume, but the other think that happens its the same.

    I think I found what could be the issue. If I am placing a few enemies very close to each other and I move the player near them the sound volume is higher than if it where just one enemy.

  • Hi! Can I have a bit more help here ?

    I need the sound of the enemies to be at max volume when the distance between enemy and player is between 0 and 400.

    If it's over 400 px I need the sound to fade out.

    If you open my example .capx and move the Player to the left enemy you will notice the sound volume works properly.

    If you move to the right enemy you will notice the sound volume will not fade (at right enemy) and it will jump to max volume when the player is in enemy's distance range.

    How can I fix that ?

    Example :

    dropbox.com/s/lel2jtxpa8wvacs/SoundAtObjects_exp2.capx

  • Thanks a lot !