Calfuso's Forum Posts

  • How many animations are you starting in what way on wich conditions?

    I am only playing one animation at a time.

    I don't think this can be solved whitout somebody looking into my project. So i share my project now. The sprite that animations doesn't work on is Sprite 43. The animation you should make work is Default. Hopefully if you can make that one work the rest will also work and even if they don't, making one work is a good step forward anyway. Test in Layout 5. The Event Sheet that is used is Event Sheet 4. Try to make teh Default animation play when you play Layout 5. The Default animation Sprite 43 has from the start is the animation Default. My project takes up alot of memory and can be considered to have alot in it so now you know that and don't have to say anything about it. I have tried to make everything as clear as possible. I would be happy to know when somebody has begin looking at the project rather then when somebody has solved the problem.

    https://www.dropbox.com/s/cjo0zhtilhfvw ... .capx?dl=0

  • What i mean is how you make a sprite rotate but still be able to keep one of it's image points at the same place as you selected it to be on the sprite. When the sprite rotates, so does the image points. I want the image point to be at the same place as it was when the sprite didn't rotate and not get affected by the sprites rotating movement.

  • Send me a screenshot of your construct sprite editor with the animations.

    Here is a picture of the properties of the animations.

    https://s32.postimg.org/kg35q18kl/2016_ ... apture.png

  • condition: Key is down

    condition: Trigger once while true

    action: set animation "animation",from the beginning

    I did that and it doesn't work anyway.

  • You are probably calling the action 'play animation' each tick.

    Would you do something like this ...

    condition: Key is down

    action: play animation "thing" from the beginning.

    'Key is down' is not a trigger. It is true as long as that key is down, so it is true a lot of ticks in a row. Each tick it is true, the animation starts to play from the beginning. And you see only frame zero. Just make it a trigger this way.

    condition: Key is down

    condition: Trigger once while true

    action: play animation "thing" from the beginning.

    A key is down event means that i need to choose a key to be down. Does that mean that i need to hold that key all the time to make this work or just hold it once to make it work or not hold it at all? I can't find a play animation from beginning option in possible event or actions so i choosed the action start animation instead. And it doesn't work if i hold the key all the time, doesn't hold it or just holds it once. If i did something wrong on the play animation part, what should i put there instead?

  • Becuase when you give a sprite the bullet behavior and the rotate behavior it only rotates and doesn't move like a bullet sprite usually does. So how do you solve it?

  • You have to rename the extensions. It is saved as a .capx.autosave and you have to remove the .autosave in order to be able to open the file with C2.

    Make sure you can see the extension first:

    http://windows.microsoft.com/en-us/wind ... =windows-7

    I removed the autosave and it worked. Thanks.

  • Can you change the position of the player in the scrolling/camera view. I mean where the player get,s positioned when it,s moving on the screen compared to everything else, not it,s starting position. Whit the Scroll to behavior and the Crop setting on Fullscreen scaling i am using, the player get placed exactly in the middle. Can you change it so it gets, placed more to the rigth, left or higher up and down and not just the middle somehow?

  • It is higher then 0. It is 60. I wanted to see if someone could give a reason whitout me sharing my project file. So if you still can, give me a an answer of what the possible problem can be. If none can't do that, tell me as soon as possible and i will share my project file.

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  • Okay i have never touched those options on the events mostly becuase there is nothing in Construct itself that tells what they do. But the invert option did work well so thanks alot for suggesting that. Can you also tell me what the, Toggle disabled, Toggle bookmark and Toggle breakpoint does so i can use those options to?

  • I mean if they play when you preview the animation but not when you play the game. What i mean by not play is that it just at the frame 0 and never goes past that. I have looked into the actual settings for the animation and the frames, and the animation settings in debug mode, so it,s not a issue there.

  • Becuase i need one thing to happen when the player hits a enemy and no key is down and something else when the player hits a enemy and a specific key is down. I now that you can make seperate animations to solve this but i don't want to make the player change animations for this so can you do it whitout it?

  • What i mean is how you make a event or action based on if one sprite has collided whit another sprite and make it just affect that instance of that sprite and not the other instances of that sprite? You can't use the pick by UID instance for this if you couldn't tell.

  • Do you set it up like this?

    choose("1","2","3","4,","5","6","7","8")

    or this?

    choose(1,2,3,4,)

    or this?

    choose( 1 ,2 ,3 ,4 )¨

    or in another way?

    should it be a space between choose and (?

    Should you have etctera at the end? I have been told sometimes that you need it at the end but have also been told sometimes that you should not put it in becuase it makes Construct choose it sometimes and make nothing happen.

  • For some reason one sprites animations don't work. I have not done anything to prevent it from working. The sprite has over 130 animations so that could have been the problem. But i copy pasted the sprite into a new project and there it worked so that is not the issue. The problem is only in the actual project itself so i can't make a seperate project to showcase the problem. My project takes up alot of memory and is massive but i still hope that someone can find the problem. The problem sprite is Sprite43s Default animation. The used Event Sheet is event sheet 4. If you know a possible reason for the animation not working whitout looking into the project you can also reply just based on that.

    https://www.dropbox.com/s/9kg3hs6hn5cy2 ... .capx?dl=0