foboygameproduct's Forum Posts

  • Thanks!!!

    It's working now

  • Hey,

    Is there a way to make gravity move the player left/ right as opposed to up/down.

    To be more specific I want the player to touch an object and set gravity to "left" for example.

    Thanks

  • Ok I got it working.

    I am having issues with the global setting though. I set my text object to global and on the first layout works like a charm. On the second however, it appears but is not set to the UI layer which has 0,0 parallax.

    How would I make it spawn on layout 2's UI layer?

  • Thanks I got it working but, as I pick up the coins the counter goes down.

    So it starts at: 0/21

    I pick up all my coins

    And it ends at: 21/0

    Is there a way to have it end at: 21/21

  • Thanks,

    But I am having a little trouble.

    Is the expression like this: Player.Crates & " / " Coins.Count

    Or: Player.Crates & " / Coins.Count"

    It does not work either way

  • Thanks

  • Hey,

    I've set up a collectible system with a counter so when I pick up a coin a text box displays: Player.coins / 21.

    However, I don't have the same amount of coins per layout. Is there a way to make construct check how many coin instances are in the layout and display something like: Player.coins / number of coins in layout.

    Thanks

  • Thanks it worked!!

    However, when i try to add a timer it negates the boolean flag.

    The way I have it set up is:

    On collision with object - Destroy object, set boolean to false, start timer of 15sec, set boolean to true.

    When I don't set the timer it works.

  • Hi,

    How would I set up an event sheet so that when the player collides with an object the controls are reversed.

    I.E: Right becomes left and vice versa

  • Thanks I got it working

  • I figured it out!

    I restarted and did not set the canvas to optimise for pixel art and it works

  • So, the top frames are the idle animation & the bottom is run.

    The expected result is that when I move the character switches from idle to run and vice versa.

    Here is my event sheet ( there may be a problem there):

    I don't run into this issue when using pixel art.

    I have the canvas set to "optimize for pixel art", I'll check if that is the issue.

  • Hey,

    I am planing on making a 2D hand animated game and, I thought I'd use skullgirl sprites to see how they look in construct.

    However, I am running into this issue and I'm not sure what is causing it.

    The gif is actually a lot slower than in game. The switch from the running animation to the idle takes about a frame.

    Thanks

  • Can't seem to get it working

    I fogot to mention, the animation that are flipped is left/right.

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  • I tried that as a sub-event of the collision with "Gravity Start" & it did not work.

    Should I simply add it to the group?