dop2000's Forum Posts

  • It is working! When you move right, the animation switches to "right".

    When you move down, the animation switches to "left" (because that's how you programmed it).

    Look, I can't guide you through every tiny detail and write the code for you.

    I explained in my previous comment how angles work in Construct, just put the correct angles and animation names for each direction. It's not difficult!

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  • I guess there is no 100% solution, it all depends on the music.

    With some music tracks a tiny gap should not be such an issue.

    With others you can try fading out the intro and fading in the main track.

    Or you can overlap them a little bit - start the main music 0.5 seconds before the intro ends.

  • Signatures aren't coming back, sorry.

    Tom, is this because you don't want people to advertise their games/websites in signatures? Or the new forum engine simply doesn't have this feature?

  • Here are a few issues I found:

    1. "Inline code" tag messes up formatting in the code (removes line breaks), or maybe I'm using it wrong? There is no explanation about it. And why do we need four different buttons for code anyway?

    2. Image upload doesn't work if file extension is in capital letters (file.JPG)

    Also, there should be some hint on how to insert uploaded image into message. I figured it out eventually, but many people wouldn't.

    3. I posted quite a few comments today and the captcha has still not disappeared. Instead, it became even more annoying - it now asks me to select images..

    4. Follow Topic button doesn't seem to work.

    5. Word wrapping in Firefox not working.

    And I really hope formatting and links in imported posts will be fixed soon.

    Not being able to access links in posts like this list of plugins is really frustrating.

  • Whoa, your question is too broad.

    You can save level data to a database or upload to a server.

    But I suggest you start with creating a local game editor first, and then upgrade it for online.

  • Your animation names are wrong.

    In Construct angle 0 is on the right, angle 90 is down, 180 is left and 270 (or -90) is up.

    So when your sprite is moving in direction between -45 and 45, it's moving to the right, so the animation name should be "right".

  • when you select "between angles", you should see three empty fields:

    Angle, First angle, Second angle.

    In "Angle" field type your sprite name, followed by dot, followed by 8direction, followed by dot again, followed by MovingAngle....

    Just note that these events should be nested (be sub-events) under the parent event: "Sprite 8Direction is moving".

  • So what exactly is the problem? You can start Intro and Main music at the same time, immediately pause Main music and when Intro ends, unpause Main.

    Audio Play "Intro" with tag "Intro"
    Audio Play "Main" with tag "Main" (looping)
    Audio pause tag "Main" 
    
    Audio on "Intro" ended -> Resume "Main"
    
  • Use Timer behavior on the spawner sprites. When an enemy is spawned, set isBusy=true and start the Timer "MakeAvialable".

    Spawner On Timer "MakeAvialable" -> Spawner set isBusy=false

    See this example I made for another post some time ago:

    dropbox.com/s/0jptlam49u7ugse/spawningDemo.capx

  • No, you don't have to activate "Set angle"

    Look at my code, it checks MovingAngle, not sprite.angle

  • There is nothing difficult about it.

    Make an invisible sprite PlayerBox with platform behavior.

    Make another sprite PlayerSkin with all player animations and Pin behavior.

    Pin PlayerSkin to PlayerBox on start of layout.

    Use PlayerBox in all events related to Platform.

    Use PlayerSkin to control character appearance.

    For example:

    PlayerBox On Jump -> PlayerSkin set animation to "Jump"
    On Left key pressed -> PlayerSkin set Mirrored
    etc.
    

    I'm sure you can find many examples in Tutorials section:

    scirra.com/tutorials/all

  • I don't understand your problem..

    Are you saying that "28,F" should come before "248,H" in sorted array?

    This is happening because you are sorting string values.

    If you want to sort by numbers, I suggest you make a 2D array, put numbers at Y:0 and letters at Y:1, then just use the Array Sort action.

    Note, that in this case numbers and letters will be stored in different array elements. If you need to combine them, you'll have to do this:

    Array.At(x,0) & "," & Array.At(x,1)

  • Have no idea what pixel rounding has to do with grid movement, but ok :)

    Add different frames or animations for character facing left/right/up/down and then use something like this:

    Sprite Is moving
     System-> Is between angles -> Sprite.8Direction.MovingAngle between -45 and 45 : Sprite set animation frame 0
     System-> Is between angles -> Sprite.8Direction.MovingAngle between 45 and 135 : Sprite set animation frame 1
    
    etc.
    
  • MoveTo addon is the easiest way to move on the grid. Find it here:

    c2rexplugins.weebly.com/map.html

    On pressed key determine screen coordinates of the destination tile and use MoveTo to move your character there.

    There is also rex_grid_move plugin, but I don't know how it works.

  • Issues 1 and 2 are from incorrectly positioned Origin point and wrong collision polygons in frames.

    Ideally Origin point and collision polygon should be identical for all frames in all animations.

    A very common approach is to use an invisible sprite (simple box) with Platform behavior for controlling the character. And pin your character sprite with all animations to that sprite. Then you will not have all these issues.

    Question 3 - here is a good example of managing animations in platformer: