Burvey's Forum Posts

  • Have you tried adding the Persist behavior to the coin?

  • You're welcome. Good luck with your game.

  • I would recommend starting with this: https://www.scirra.com/tutorials/313/cl ... kout-video It's not tetris but you will learn so much and actually make a fully working game by the time you're finished. This is what I used to learn construct 2 and I can't recommend it enough.

  • Try removing the anchor behavior and place the GUI in the layout where you want it to show up manually. It should remain there as you move since the GUI layer has paralax of 0,0

  • If your layers paralax is 0,0 then it shouldn't move around like that. Can you share your capx? I can take a look and see what's going on.

  • Thanks everyone. For anyone that may be having this issue I was able to come up with the following solution.

    1. I made a 1x1 sprite and gave it the scrollto behavior, which I set to disabled, and the timer behavior. I also made the sprite invisible by default.

    2. In the event sheet I set the sprites position to my games camera position (your normal scrollto coordinates). You can trigger every tick but I just trigger it as needed since the default scrollto behavior for the sprite is set to disabled anyways.

    3. In the event sheet set up your trigger for when you want the shake to occur. For me it's if a specific animation is playing. On trigger, set the sprites scrollto behavior to enabled. Add the shake event to the same trigger. Add a timer to the same trigger and set the time to the same amount of time as you set for the shake duration.

    4. In the event sheet add a timer trigger so when the timer is finished it sets the sprites scrollto behavior back to disabled.

    This worked perfectly for me with a short shake duration (0.4 seconds). I'm not sure how well it would work for long durations but it works great for what I need.

  • So the answer is no then?

  • Is there an easy way to get the shake effect without the scrollto behavior on an object?

  • Yeah, I'm sure it's a picking issue, I'm just not sure how to deal with the picking in this circumstance.

    EDIT: Ok, I feel like an idiot but my containers weren't set up properly. Issue fixed.

  • LexusTG From what I can tell the zombieanimations are positioning themselves correctly on the zombiecolliders, just all the animations are the same.

  • I know it's a simple solution but I've been staring at this too long and can't figure it out. All the zombie animations are acting as one rather then individually. Any help would be appreciated. Thank you.

  • Yeah, I've used webstorage in the past for this and it worked well, but that was with nodewebkit (which I'm not developing for this time around). I guess I'll give it a shot here too since I can't think of any better methods. I was hoping there would be something built in by now since the save system utilized nameable save slots. Thank you.

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  • Xavier I don't think that would work because no variables would be set when the game is first started, even if they had been previously saved, because it's a fresh start.

    What I'm trying to do it make it so that the Continue button on the title screen will only show up if there is save game data available to load.

  • Using the built in Save system, is there a way to check to see if a save slot exists yet or not?

  • I was able to figure out a solution using global variables.