emoaeden's Forum Posts

  • You could look at addressing their instance IDs (Enemy.IID) and tell the one with the smaller ID to flip 180, and the one with the bigger one to flip 180 as well, perhaps.

  • I would imagine a simple set of commands that state :

    Right Mouse Button Clicked >>> Spawn Block at Mouse.X, Mouse.Y

    I'm on a mac ATM, so sadly can't make you a .capx, but will when I get home, if no-one else has <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Ideally the file would not be online, but could put it online if it has to be.

  • I've been searching and trying to figure out how to do this properly for over an hour now to no avail, hopefully there are some smart cookies on here who can help.

    All I'm wanting is for my project to import and export a simple text file. For example the file may look like this

    Monster

    2

    Coin

    23

    Cat

    3

    And when I click a button, it will import those numbers into the C2 file and I can then add or subtract and then send the numbers back to the same file they came from.

    Any help is appreciated, and if possible, I'd like to not have to use a plug-in <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Think I fixed it.

    I noticed a few issues, mainly that you didn't have a variable and that you weren't misusing from said variable. If you need more explaination of what I did, feel free to ask. Oh, and I coloured in the corners of your flags so I knew where I was driving.

    dl.dropbox.com/u/108799982/Capx%20Demos/CarThing.capx

  • The important thing is to have the Layer1 layer Force Own Texture set to Yes.

    dl.dropbox.com/u/108799982/Capx%20Demos/Torch.capx

  • Just spent 2 mins on this. It does the job. But without knowing (visually) what sort of scene you're trying to make, it is a bit hard to figure out what you wanted.

    dl.dropbox.com/u/108799982/Capx%20Demos/BasicDodge.capx

  • Simply put, I am trying to use the pathfinding behaviour as part of a sentry mechanic.

    While controlling the black circle, you shoot (by pressing space) and when the stone impacts the wall, it will create a sound (represented graphically).

    I've tried all sorts of combos, but can not get the red circles (the sentries) to behave properly.

    Ideally, when they are not near a sound trigger, they would march right, until they hit a wall (or invisable box) then head towards their initial position, and once there, repeat the action. If triggered, they would go to the sound, and once they are there, they would go back to patrolling.

    This (https://dl.dropbox.com/u/108799982/Capx%20Demos/Sentry2.capx) is a copy of the bare bones of the problem I'm working on. Any and all help is appreciated, and can be rewarded with cupcakes ^_^

  • Just saw that the new version [R118] allows for native pathfinding. So thought I'd put together a quick demo of how it's done, as it took me a while to get it right, and thought I'd save anyone else the trouble. <img src="smileys/smiley1.gif" border="0" align="middle" />

    dl.dropbox.com/u/108799982/Capx%20Demos/Pathfinding.capx

  • I'm no artist, but is this what you want ? dl.dropbox.com/u/108799982/Capx%20Demos/Swim.capx

    When swimming the sprite is an S with an arrow to show direction

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  • You need to upload a .capx file, not the .caproj file if you want us to be able to view what it is you are having problems with.

    You can do this by clicking File >>> Save As Single File

  • Can you supply a .capx, as I think I know the issue, but need to see what you have done with the sprites themselves in relation to the behaviours

  • Go to the View tab, click style and you can change the style there

  • Would you be able to upload a .Capx file with this ? I'm trying to get the flippers to work on my game but they aren't working for some reason :(