Ax8472's Forum Posts

  • 7 posts
  • HUUUGE HELP.

    Wastrel, thanks so much. Helpful would have been replying. You gave me a new capx file to look upon which allows me to really play with and better myself. I've now gone in and taken a good look at the new file. I just have a couple more questions about the events if anyone can explain a few things?

    <img src="http://img35.imageshack.us/img35/6351/examplegi.jpg" border="0" />

    I see the variables have changed to differentiate between the jump and before/after the jump.

    However it is the "stop ignoring platform user input" that I struggle to understand. Does this create a consistent time gap from when the character lands to the point of the resume of control? Which leads to my further question of, is each sub-event consecutive in execution, starting from the top and working it's way down? So does the SYSTEM-EVERY 1 SECONDS event only happen after the rest or finished, or is that something that is forever happening in the game which it is running?

    I know this is all sorts of questions but it's really helping me understand the engine.

    Thanks in anticipation and help already given.

    Dan

  • dropbox.com/s/9jw2f7e4l0mflf7/dan2.capx

    This is the file. Any help would be appreciated.

    I keep going back to try and fix it however I end up tearing my hair out more and more :(

  • Thankyou.

    I've been looking into variables (which is big and complex) and came to the conclusion that I can't even get the game to detect that the player has even landed. I've made events to say ON COLLISION WITH GROUND -> START IGNORING 8 DIRECTION USER INPUT. Alas there is no change in how the game works. :( Might upload my capx

  • <img src="http://imgur/wGtOdDS" border="0" />

    This is what I have, and it was how I thought it would work.

    Unfortunately I was wrong. Anyone know what I'm doing wrong?

  • Hey guys.

    Was wondering if anybody could help me, I'm a little confused with the events when using the time actions. If someone could lend a hand, that would be much appreciated.

    just before I ask I would like to mention that I have already spend a few hours looking for the answer myself but there are many forum posts here and many of them are too complex for me to understand. I'm not a smart person, I don't learn quickly so where as this may seem like a very simple question, for me it isn't.

    It's regarding time and actions. Here's my game: I have a playerbox which jumps in a platform game. What I'd like to do is set a condition that, when the sprite lands, (or collides with another object, but there is already a condition to say the sprite has landed) I would like to disable a button for .5 seconds. Then I would like normal control to resume after said half a second.

    I just don't understand time (or how to stop function to a specific direction in the 8 direction behavior).

    Many thanks in advance guys, i appreciate your time.

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  • Hey guys.

    As I said above, the sprite had to be on screen long enough to allow the bullets to pass in front of it. However after calculating how far back I needed to move the spawning object away, I changed it's position in the properties bar (as this would be too far away from the screen) and it works a treat.

    Not sure if I made any sense but if this helps anyone then great.

  • Hello everyone.

    I was wondering if you guys with your expert knowledge could help me. I'm looking to make a little game in the free version of Constructor 2. Unfortunately I'm having some difficulty and I'm not very smart with this software :(

    I'm making a scrolling game with a dude who's supposed to shoot stuff as they come past, as well as jump over stuff etc.

    So I've got the background sorted perfectly how I like it, however when I fire the player's gun, the bullets move along and explode, as taken from the ghost hunter tutorial. However when fired from the left of the screen, they disappear behind the new sprites that are being generated from the right hand side (the back walls). This only seems to happen when the sprites are freshly generated and when they've been on screen for a split second they start to work properly.

    I've tried using two different sprites that alternate but the problem persists, and I can't seem to resolve it. I've even tried using two different layers but that didn't help either.

    Does anyone have any advice? Any would be appreciated...

    dropbox.com/s/9vjcc4fjedde0lb/Dangame1.capx

  • 7 posts