dsvw56's Forum Posts

  • 14 posts
  • I'm unable to post links, but look on youtube for the Scirra channel. There is a series of videos for a class on learning how to use Construct 2. It's where everyone should start, in my opinion.

  • Duh, nvm I'm an idiot. I'll just create a Mirrored variable and set it to 1 or -1 based on mirroring.

  • Basically I want my character to move forward slightly and jump when he attacks. The only way I can think of doing it is with 2 trees for Mirrored/Not Mirrored. This is what I have , but there has to be a simpler, cleaner method.

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  • bump

  • This is an issue with the Tilemap object as seen in the manual under tilemap:"When inserting the Tilemap object, Construct 2 may prompt you to use the recommended settings for tile based games. These settings are Point sampling, Pixel rounding enabled and Letterbox integer scale fullscreen mode. It is highly recommended to use these settings to avoid the appearance of seams, which can make thin gaps or lines appear between or along tiles. Seams occur due to fractional positioning or scaling of the display...."

    I'm not using a tilemap. It's a sprite object, with each tile set to a different frame of an animation.

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  • Right now I have all my HUD elements set to be set at scrollx,scrolly locations every tick, but I can see them shift quite noticeably when the camera is moving. How do I fix this?

  • Ahhh, thanks. That's much better.

  • Simple question. How do I stop the game from accepting any inputs? I've been just using a variable and adding a check for it for every input, but it seems like there should be an easier method.

  • Thanks for the help. Can't believe I missed something so obvious. Works great now.

  • 1. First off create a sprite object.

    2.Right click in the Animation Frames window and select Import Frames (or import sprite strip if you have one). Then import all the different tiles you want to use.

    3. Make sure to set the Animation Speed to 0.

    4. Drag your new sprite object in to a layout. You can then set it to show any of the different tiles you have in the animation. Just select it in the layout and change the Initial Frame to the matching frame in the animation.

    5. Each instance of the object can show whatever frame you want. What I like doing for level building is putting a copy of each frame somewhere outside the layout so I can just ctrl+click to copy them where I want them. Each of the square tiles is the same object, just displaying a different frame of the animation.

  • To solve that you can just add an invert of the "Is Animation Playing" condition and have it destroy the object. That way it's never spawned if the animation isn't playing.

  • I think something like this is what you are looking for :

    It will spawn the weapon on the 4th frame of the animation, and then destroy it when the animation is finished. You could also have it be destroyed at a specific frame if you wanted. It also keeps the weapon attached to the spawn point during the duration.

  • Like in Mega Man X. You press a button while in mid air and your character launches forward.

    This is what I have so far, but no matter what I set the X vector to, my character just barely nudges forward. I cranked it all the way up to 5000 and he still barely nudges forward. The Airdash variable resets to 0 when you touch the ground. Everything is working fine except for not getting enough forward speed.

    I have a similar function for my mid-air attack and it works fine.

    Any help is greatly appreciated.

  • 14 posts