brushfe's Forum Posts

  • I think someone here shared a cool example where the Text Input was made invisible with CSS, and displayed a Spritefont object that matched the text of the Text Input. So it kept the function of the Text Input object, but had the visual cohesion that the Spritefont allowed.

    Is that the kind of thing you're after?

  • I mentioned this briefly in the comments, but in case it gets lost there, I think you'll have to be very careful around feature-locking.

    Naturally the business appeal of 'suites' is the potential for both new users and more revenue from existing users. But the failure of many suites/brand families/etc is holding features hostage behind products.

    We're only seeing a sliver of the plans for Animate, but so far it does include this. Locking Export to Video behind Animate only makes sense from a business perspective. Asking C3 users to pay extra won't go over well with those who currently use C3 for any animation, and with the community on principle (since Animate is just Construct and there's no barrier to porting the feature.)

    It's a fine line that will need good communication to manage. In this case, it does seem like buying Photoshop just to save my Illustrator file as a JPG.

    That aside, I truly love how Construct has opened the doors to development for so many people, and I hope Animate brings more animators into the world.

  • You can also use an array to store the x/y coordinates (and other data), then draw/destroy the objects at any time.

    Here's a quick example (though it's not very elegant, I'm sure there's a nicer way to do this!)

    drive.google.com/file/d/1Jq5KyR5TYjuROt9JMqeb2ENaN2oPuFAU/view

  • Sure thing! The folks who were helping you out earlier gave far smarter and more useful advice—I'm happy to help with the obvious bits!

  • It sounds like the origin point of your Head sprite is in the wrong place. Try opening the Head sprite in the animation editor, clicking on the Image Point tool, and putting it in the center of the sprite (see image)

  • Ok thanks—if you can't share it, can you describe what's happening/what's supposed to happen?

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  • It's hard to say why without seeing your code. Could you share your project? Or a screenshot?

  • I believe UIDs change at runtime depending on the amount and order of objects. So instead of writing UID 521, which could be anything, write Sprite.UID (replace sprite with the name of the object you're trying to pin it to)

  • Does it help if you change those bottom four events to these?

    Player Platform speed = 0

    -----> Set animation to "Default"

    -----> Set run to 0

    Else

    -----> Set animation to "a1"

    -----> Set run to 1

    EDIT: You might need add an inverted Player Is playing "a1" to the Else statement, so that it only changes the animation to a1 if it's not playing already. This will stop it from starting over infinitely.

  • Do you have an event that's setting it back to "idle" running every tick?

  • Oh I see what you mean-just the event-based bit.

    A simple version could start with picking a random number, and calling a function with number as the parameter. The function contains all the different code for all the different events.

    So you'd create a Function called RandomEvent, with the parameter EventNumber. Inside that function is a series of If/Else conditions.

    If EventNumber = 1

    ---> Run the actions for Event #1

    Else

    If EventNumber = 2

    ---> Run the actions for Event #2

    And so on. Is that what you're looking to do?

  • Like any game, this type of game is just a combination of objects, actions, and reactions. So if you break down your game into those components, you'll find it a lot easier to build, find tutorials, etc.

    Monopoly, for example:

    Objects: game board, game pieces, dice, cards, money.

    Actions: dice rolls, buying/selling property, paying money to other players or the bank.

    Reactions: roll results, player movement, landing on a game board square, earning/trading/losing property, adding/removing motels and hotels, drawing/viewing cards, earning/spending money, etc.

    Once it's broken up like this, it's a lot easier to imagine how to design each component individually than a whole game (e.g. If people are gaining/trading/losing property, we need an array to keep track of who owns what, and we need a function to modify that array).

  • Hey! Is the problem that the character is sitting too low on the platform?

    If so, check the collision box on your sprite, and make sure it's aligned with the bottom of your sprite.

    Double-click on the sprite object, and press the collision box tool (red arrow in the image below). Then drag the box handles so that your collision area at your character's feet (blue arrow).

    Hope that helps!

  • It would be much easier to help if you could share your code (the screencast video player is really slow!)

    But in the meantime, I'd suggest using Families for this kinda thing. It's a lot easier to use one block of code that governs multiple objects.

    I've put a quick example together here, see if it's helpful!

    drive.google.com/file/d/1i8sKF7b0PxsrmsBy3Whi1I_3bHFSsCUq/view

  • winkr7 has a lot of great points!

    Getting comfortable with arrays opens a lot of doors. It'll be really useful for a large scale project, but really any project benefits from keeping your variables centralized and easy to balance. The new template feature and the built-in array editor make it super easy to implement.

    And save a new copy your project with each Construct release, especially if you use betas.

    I use timer behaviors constantly. I find them really useful in later development, when the pacing of things matters (menus appearing, rewards being given, moving to the next level). It's a lot easier to fine tune the experience when actions are tied to timers.

    Don't forget to check if you need a "for each" condition when picking.