bentombrown's Forum Posts

  • The best way to do this is to put the sprites into a family and then access this from the code (this requires the paid version if i'm not wrong though).

    If you don't have that or can't get it for some reason, you can manually set objects opacity by selecting them and then holding shift to select multiple if you just want to change them once.

    If you need to change them dynamically with code, you should create a function and then put all the sprites that you want to change in there. You can add a parameter if you want to change them all by a set value. Then call that function from the event sheet

  • My best advice is to use local storage. You can store a variable (such as high score) or maybe the level you're on. You then just have to adapt the code to run off of this. For example, load a level with

    Load("level "+(your variable))

    You can save all the things that matter such as: coins, health, powerup booleans, ect...

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  • I would recommend using a timeline. Granted you can only use one in the free version.

  • Hey everyone!

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  • Thanks, I'll try this

  • Hey, so I have a sword pinned to one side of the player and I want it to mirror when he does so it looks nice, the only problem is, when the character mirrors, I want the sword to move to the other side of him so it looks like he is still holding it. Instead, I get the sword just mirroring in place.

    Can any help?

    Thanks in advance!

    Tagged:

  • All you have to do is import that sprite into the frame. Or are you asking if you can completely change the object with a different one?

  • you need to go to the alpha on any color in the rgb settings and set it to 0. This will make you fill with transparency

  • No problem

  • When the problem happens, is it that the alligator never stops playing the walk animation? In your code, you have it so that if walk is true or false, the alligator will still play the walk animation. Its your system boolean comparison on line 40 and 41. I would put this code in the statements above. That's your problem because the animation is constantly being set to walk.

  • Yeah, so you can do this by using the (has LOS to object) event. Do something like,

    If Alligator has LOS to Player

    Alligator stop animation walk

    >>> Alligator set speed to 0

    >>> Alligator set animation to Attack

    If Alligator Not has LOS to Player

    >>> Alligator set animation to walk

    >>> Alligator set speed to (speed value)

    You can invert (use the not command) by right clicking a condition on an event and selecting the X.

    Hope that helps!

  • you could do the line of sight behavior to check if the player is in range.

    You could also use the physics action, apply force at angle and the platform behavior for the jump mechanic. You should make sure that your physics behavior is set to prevent rotations though.

  • I would create a variable that holds the position of the touch coordinates. Then, use the move towards position or move at an angle event to create movement. Compare your position with the touch coordinates to see if you've reached the limit of the move.

  • Have you tried using pathfinding? You could just set the objects position if its location is wrong.

  • Does your sprite use the platformer behavior?