daehawk's Forum Posts

  • Pretty cool art

  • Okay solved the issue I had on dying by changing it from on start of layout set the instance variable. to Every Tick. I'd still be open for if anyone has another suggestion or they had a method that works better than what I described to set it up my fix.

    Thanks.

  • Actually I have thought of something. Going to test it. Will reply/edit this with an update if it works. Had an epiphany I'm going to see if it works the way I think I can manipulate it to do so.

    ----------------------------------------

    Edit: Okay, so yeah my epiphany was close enough to being right. Just some more tweaks to work on to get it working out perfectly. At the moment when switching between stages it will change the Outfit once begin moving, but on one of the stages when you die it reverts to another stages outfit. Just need to work out that part.

    What I did for it was Create a Family called Characters then attached an instance variable to the family called Stage. Then modified the stage names to just an int value of 1, 2,, 3, etc. Then upon Layout load it sets that instance variable to int(LayoutName).

    You could do this by just having that instance variable on the sprite itself, but since I'm going to have multiple characters a player can choose from when playing the game figured doing it as a family would work best.

  • Okay, one of the things I'm trying to find to see if there is a simple way of doing this. Currently have had no luck finding a simple way other than making a new Event Sheet for each Stage Layout.

    What I'm trying to do is this:

    During Stage One the main character's outfit is set to A.

    During Stage Two the main character's outfit is set to B.

    Now I could always just make it where I have 2 different Event Sheets for this. But I'm trying to use Includes for things instead and have one separate event for all things that pertain to character movement and it's animation list is in there.

    Attached is a SS of what I'm kinda trying to do minus the one thing I can't seem to find to add that would be a simple way to do it if there's a way.

    So essentially for each stage then I'd have it's own Movement section in Character that has it's own Animation set for an outfit, and the game would then run a check to see which Stage it's on and then pick the Animation set of the Character and use that one for that particular stage.

    If anyone knows how to do this a simple way without just having it's own separated event sheet for each Stage's Layout would be helpful.

    Thanks

  • Sorry would of posted sooner but something came up. All you need to do is flip the Spire3->Destroy with System-> Wait 0.1 seconds

  • ramones perfect works now thanks. And yeah the Pacman and ghosts animations I had already fixed in my updated version.

  • You're welcome. Glad it worked for ya ^_^

  • Bump to see if anyone else out there can figure it out. Still been trying things but haven't had any luck.

  • You're welcome. I just made a new event sheet and tested it where if I did a mouse click and gained 10 score to see if n would change to new score+3. Worked out for me, hopefully worked out for you too.

  • What about if you have an event to check of if Score Greater than or Equal to Var = Set Var to Score+3. Haven't tested it, but the ss below of just adding it quick to what I'm working on is what it'd look like.

  • TheDom I can't do PMs yet since not 500 rep. But here's essentially the capx and what it's doing. You can see that running the layout on Stage 1 it runs like it's supposed to. Then if you run Layout on Stage 2 they decide they don't want to play and just walk off the edge of the map to the right.

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  • daehawk It doesn't require to add "trigger once" because an event you implemented "On Collision with" it's a trigger, every conditions have green arrow icons are triggers.

    Otherwise other conditions don't come green arrow, are updates in every tick.

    Joannesalfa The collusion itself triggers once but the sub-event that is dropping the books for him is triggering multiple times. That's why he needs the Trigger once on the one that spawns the books since he only wants one book to spawn but it is sometimes spawning 2-3 instead.

  • Have the condition about the collusion with the object, then have an additional condition with it where Triggers Once While True.

    Edit: Added another attachment that shows it on a sub-event after the triggered collision detection.

  • Okay so looked through the FAQ to see if anything similar been posted didn't see anything. Tried to do a search, but also turned up nothing for me.

    I'm making a pacman game based on the tutorial and capx from: Cloning the Classics: PacMan Tutorial written by stemkoski "Tutorials > Beginner > General > Cloning the Classics: PacMan" URL was removed since I need 300 more rep, so posting where it is with the Tutorial and Capx this way.

    Stage 1 works perfectly fine the Ghosts will follow after Pacman and then run away when getting the power up. Now recently I added a Stage 2 that is also calling upon the same Event Sheet that Stage 1 uses. Everything works but one thing on stage 2 which is the Ghosts just walk through the walls to the right heading off the screen and just keep going. Every single other function works for the event sheet on Stage 2. I've tried troubleshooting where I just did a Duplicate Stage 1 with the Event Sheet to see if it's something inside my Stage 2 layout that's causing the issue. But the exact same that stage 2 is doing where they just go to the right.

    Has anyone tried to make multiple stages with this tutorial and had the same ghost issue and found a solution? If so, how do I fix this.

    Thanks.