cfry's Forum Posts

  • Thanks for the info. Worst case, I will make invisible sprites. The "angle based on position" thought, how would I accomplish that?

  • Just one sprite

  • I have a bowed solid for the player to walk on (a bridge that is rounded rather than flat). The player moves along the solid, but I would like the player to also change its angle based on the current angle of the solid. It is an animal crossing a bridge. Can't quite figure out how to pull this off. Any help would be appreciated.

  • Oh, I see. The action is "Close". I will give that a whirl here in a bit. Thank you!

  • I cant seem to find any recent discussion on this and was hoping there has been some changes. For now, there is no obvious way other than to do so through task manager.

  • dat link be jacket up

  • SWEET!

  • Dang! This looks pretty cool! You should give me an Early Access download code for free! Ill even make a review vid on youtube for you! I am shameless.

  • It really seems like there should be a list of common things that will cause this error, but I cant find one anywhere. Alternatively, Construct should correct or at least warn about those issues.

  • So, I have used XDK to build my game several times before with no problems. Now when I try, I get "An error occurred whild building the application. Verify your build assets are correct and try again." This started after updating XDK, so I uninstalled it and installed an earlier version (1826), but had the same results. I am on the most recent C2 update. Nothing really changed with my game recently other than a few bug fixes here and there. Anyone know any pointers you could give me?

  • Oooohhhhh! I will try this. Thanks!

  • This question has been asked before, but a workaround was not found (that I have come across in my searches). I have an object that chases the player around the screen. This object is constantly getting stuck on solids. These solids are necessary, in my case anyway, for the player to be not falling off everything. People in other posts have asked for a fix for this in the past, but a fix was never implemented. Aside from having a zillion different solid objects (instead of just instances of a single object), which would make for a bigger file size, and that would need turned on and off all the time, what is a workaround for this? This really seems like something that should be built into the engine but never was. I pretty much just want an enemy that kind of floats around the screen, ignoring everything except the player. The player has to navigate various platforms and ladders to evade.

  • That didn't seem to do it either. I really do think this to be a bug in the engine itself. I did find a workaround though. Make an object 1 pixel below the bottom of the platform pixel, and say IF PLAYER IS OVERLAPPING THIS OBJECT, SET PLAYER.Y TO OBJECT.Y. Its not perfect, but it makes the whole "sinking through the platform" deal not noticeable.

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  • Will give it a shot. Thanks!

  • do you tried picking the object with its UID?

    There's a picking option called nearest and furthest. Picking the nearest platform to the character should work.

    I feel bad, but I dont really know how to use either of those.

    For the pick nearest, I tried the following and got all kinds of crazy warping around the layout. I did, PLAYERBOX > ON PLATFORM LANDED, then made a sub event that said PLATFORM > PICK NEAREST TO PLAYERBOX.X, PLAYERBOX.Y and the action for that sub event said SET POSTION TO PLAYERBOX.X, PLATFORM.Y. That doesn't seem too well.

    I don't even know how I would go about telling the UID idea to work.