Calfuso's Forum Posts

  • You can't assume that Sprite67 knows which Sprite to pin to just because it is on top of it. Add a "Foreach Sprite" and a "Sprite67 Is overlapping Sprite", then do the pinning. This picks each parent sprite and finds the overlapping child so it can pin 1:1. A Container might also work, instead.

    You must have uploaded an earlier CAPX, as there is no Layout 9 or Spites 122,123,124.

    My mistake.

    https://www.dropbox.com/s/4ks20oboupgz8 ... .capx?dl=0

    Here is the newest capx. You don't need to download the capx fi you don't need to. Just answer me why sprite 123 and 124 doesn't pin to sprite 122 and follow it when it rotates. I have read your answer on the first problem. But did you try layout 5 to see how Sprite 67 reacts? I have placed the player rigth next to it so you should see it transport up in the air immediatly. If pinning works like you told do all pinning require that. I have pinned sprites whitout needing to do that. And i told you to not comment on my project. Telling me that my images are too big and that i have too many sprites and shouldn't call them all sprites is commenting. So now i feel a little worse considering i probably didn't need to share the capx. I just did it in case it was needed to solve the problem.

  • 208 MB ??

    Couldn't you make the capx bigger?

    Please do not be rude. My capx is big becuse i make my layouts bigger then neccissary. But it shouldn't be too big so what,s the problem? Can you not open it or what?

  • It exist two instances in my project. where the pinning doesn't work properly.

    Here is my capx: https://www.dropbox.com/s/4ks20oboupgz8 ... .capx?dl=0

    Note that this isn't saved in the latest version of Construct 2 so if you have that you need to download a earlier version to solve this.

    Please don't comment on my project just solve my problems.

    The first problem is in Layout 5. It's about Sprite and Sprite 67. The events related to the sprites is Event Sheet 4 Event 80-94. 94 is the most most important event however. I want Sprite 67 to Pin to Sprites position and angle. Instead when i test it i not positioned on Sprite. It's instead positioned far over Sprite. I want you to either tell me how to fix this or fix it yourself.

    The second problem is in Layout 9. Sprite 123 and 124 is pinned to Sprite 122. I have made it so Sprite 122 rotates. When i test, Sprite 123 and 124 doesn't follow Sprite 122s rotation and instead sticks to their original position. How can i make them rotate whit Sprite 122?

  • >

    > > Why do you want to compare text?

    > > when you use the " " around something it's a text/string..

    > >

    > > Why not make it like the way I showed?

    > > There is no need for the sprite71 within the comparison, I'm not sure what you expect it to do there, but this sure isn't the way..

    > >

    >

    > Okay this has become too difficult for me to understand by written help. What i need is a capx whit a sprite spawning something at random. Like that conveyer belt capx. That was verye helpful. That,s the only solution i can see whit my current skills. So now it,s about capx sharing or nothing.

    >

    Ok.. I hope someone finds the time to create a capx for you..

    Why not you? You had time to made the conveyer belt capx. It,s just a matter of making one or two events . I don't need it now but atleast in tomorrow.

  • Why do you want to compare text?

    when you use the " " around something it's a text/string..

    Why not make it like the way I showed?

    There is no need for the sprite71 within the comparison, I'm not sure what you expect it to do there, but this sure isn't the way..

    Okay this has become too difficult for me to understand by written help. What i need is a capx whit a sprite spawning something at random. Like that conveyer belt capx. That was verye helpful. That,s the only solution i can see whit my current skills. So now it,s about capx sharing or nothing.

  • >

    > > I guess the easiest would be something like:

    > >

    > > Player is overlapping ConveyerBelt

    > > > player set x - self.x-5

    > >

    > > Not sure if you would need normal overlapping or overlapping at offset, but the rest remains the same..

    > >

    >

    > That was alot more simple then i thaugth. I thaugth making a conveyer belt was going to advanced stuff. I choosed player overlapping conveyer belt and then player set x and wrote in self.X-5. The conveyer belt doesn't do anything. I tested whit compare at offset and choosed Sprite43 instead of self and the conveyer belt still doesn't do anything. So i either did something wrong or need something else.

    >

    I guess you did something wrong:

    Conveyer Belt

    I don't want to look into other poeples projects. Here is my event sheet for the coveyer belt though. That should help you understand.

    http://postimg.org/image/yphqv4mod/

  • Without seeing your capx and/or eventsheet it is very unclear what you want..

    If you are comparing if "(random)" is the same as "(triggerchance)" it will never be true, for the string (random) and the string (triggerchance) are not the same..

    What I'm trying to say is that instead of values you are comparing strings (texts), which doesn't seem to be what you want..

    What your event-sheet should look like if you are following the example provided on the last page:

    ("Is equal to" should offcourse be replaced by "less or equal")

    I wrote it like this and the enemy doesn't do anything.

    http://postimg.org/image/8mra79th7/

    I don't know how you compare a text. Should i make a text? Even if i make a text it still needs a instance variable to compare. So i made a instance variable triggerchance and set in the number 30. Does that also work?

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  • Without seeing your events I wouldn't know..

    Please don't comment on my sprites.

    Here is my events sheets:

    http://postimg.org/image/bqutfwyvn/

    http://postimg.org/image/i6fxo3gv5/

  • The Manual has never or will never help me. It's something whit how it's written whit not including all the fact you need and being confusing. If i couldn't understand the manual better i would ask alot less in these forums. I like tutorials though. I want to try the Boolean thing. I made a Boolean and set it to false. Shall i set it to true after the event has happened or what.

    Why not?

    You could even add the timer behaviour so it will only be triggered on timer and set the timer to a random number as well..

    Change the boolean on timer could also work..

    So many ways to do one thing, that might be what's confusing you about the manual, it doesn't tell you what to do, only what you can do..

    What i got out from the manual was how you could make something spawn at random locations sine it showed a event from that. So i got help whit that. But i also want to know hoe to make a enemy do a movement or spawn something at random I still want to know two things about that.I used the Timer behavior like this. On start of layout Start Timer1 for 1.0 (Regular). On Compare values i have written "(random)" as a frst value and "(triggerchance)" as the second value. I need paranthesis. It doesn't work for me otherwise. If i just write (random) the expression complains on the lack of paranthesis. Then i made the compare values happen on time. This makes the sprite do the event exactly every second instead of at random like it should so the way i made the timer didn't work. How do you make a expression whitout a variable? You said i shouldn't have a variable for the random expression. Should i go into system, the sprite or what? Second i still want to know if i should make a single event whit random expression or just compare two values or both. If i should both, should the random event happen after the random expression or after the value comparing? I hope i am clear whit what i am asking.

    Can anyone answer on this question. Please?

  • I have finished my level whit all the sprites that make up it. Now i want to add a background. The problem is that the newest sprites always overlays the older sprites. So if i now add a sprite as a background it will overlay anything else which removes its function as a background. I could add the background, remove everything and re add it. But that would be very time consuming. Is there a easier way to make a sprite be behind everything else. I tried changing layer but that makes the background invisible. Is there a easy way? There is probably a tutorial about this so you can link me to that too.

  • You probably resized it leaving the image point outside of the image itself. Check the image point. 99% sure that's the problem.

    I made it so the pinned sprite increases and decreases in width back and forth constantly. But it doesn't get smaller then it was originally, it just increases in width. Can that still be a problem?

  • I guess the easiest would be something like:

    Player is overlapping ConveyerBelt

    > player set x - self.x-5

    Not sure if you would need normal overlapping or overlapping at offset, but the rest remains the same..

    That was alot more simple then i thaugth. I thaugth making a conveyer belt was going to advanced stuff. I choosed player overlapping conveyer belt and then player set x and wrote in self.X-5. The conveyer belt doesn't do anything. I tested whit compare at offset and choosed Sprite43 instead of self and the conveyer belt still doesn't do anything. So i either did something wrong or need something else.

  • I guess setting a boolean when player is withing charging distance and changing the behaviour depending on if the boolean is true should do the trick?

    I suppose i make a false boolean. Then i change it to true on line of sigth of the player. Then i make a instance boolean set as a action and then charge as the action. Too bad it doesn't work whit this so what am i doing wrong?

  • >

    > > First of all you don't need parenthesis. You use them to group calculations like in math.

    > >

    > > Second thing. Every event is being checked every frame (so approx. 60 times a second). So if you want to trigger this random calculation only once then you have to add an extra check which will determine if this should be ran or not (suggesting a boolean-like variable or a trigger action like "On tap..."). But I have a feeling that the first thing you should read is How Events Work. Then you may want to read about the "hidden" useful functions called System expressions. This should make many things clear for you.

    > >

    >

    > The Manual has never or will never help me. It's something whit how it's written whit not including all the fact you need and being confusing. If i couldn't understand the manual better i would ask alot less in these forums. I like tutorials though. I want to try the Boolean thing. I made a Boolean and set it to false. Shall i set it to true after the event has happened or what.

    >

    Why not?

    You could even add the timer behaviour so it will only be triggered on timer and set the timer to a random number as well..

    Change the boolean on timer could also work..

    So many ways to do one thing, that might be what's confusing you about the manual, it doesn't tell you what to do, only what you can do..

    What i got out from the manual was how you could make something spawn at random locations sine it showed a event from that. So i got help whit that. But i also want to know hoe to make a enemy do a movement or spawn something at random I still want to know two things about that.I used the Timer behavior like this. On start of layout Start Timer1 for 1.0 (Regular). On Compare values i have written "(random)" as a frst value and "(triggerchance)" as the second value. I need paranthesis. It doesn't work for me otherwise. If i just write (random) the expression complains on the lack of paranthesis. Then i made the compare values happen on time. This makes the sprite do the event exactly every second instead of at random like it should so the way i made the timer didn't work. How do you make a expression whitout a variable? You said i shouldn't have a variable for the random expression. Should i go into system, the sprite or what? Second i still want to know if i should make a single event whit random expression or just compare two values or both. If i should both, should the random event happen after the random expression or after the value comparing? I hope i am clear whit what i am asking.

  • I have found two choosable instances whit randomness in Construct 2. The first being the random offset on the Sine behavior. The second being Pick random instance. But i can't use these to make the randomness i want. I simply want to know how to make a event happen at random whitout anything triggering it. I also want to know how i affect the chance in % of the random event happening.

    I know that i write tons of replies over another and another but i am replying as i am testing. I want to know if i need to make a random expression and a value comparing. or just a value comparing. And which should trigger the event? I have made it so the value comparing only happens every 3.0 second. That makes the event happen exactly every 3.0 second. It should happen at a third of the time every 3.0 second. The timer behavior is also something i have trouble whit. I am going to try now and i hope it works but it may not. Geez this is going to take forever. Thank you if you are persistent enough to keep on helping me make me in the end solve this.