Gearworkdragon's Forum Posts

  • I get what you want make a new variable a global one called Lives let say you have three lives so onstart of main game layout make it three.

    And run this for death, On destroyed then sub event If player has more then 0 lives then restart the layout and another sub event If player lives = 0, this is your choice Either use a game over to restart or do a go to main menu.

    Is this what you asking for ?

  • ok i tested both of your idea and they work i just had to add alot of extra sprite block and overlapping block.

    For those that would like to know I used one Wind helper sprite that changed gravity to negative and then I added a solid block at the peak. Added a sprite that (disable)solid behavior block when in the wind overlapping stage. and then I added a another sprite above the solid piece to revert the gravity back to normal and set that to LittleStain code and return the solid piece to (enable) solid behavior.

    It look like its bouncing but this is as close as i am gonna get due to the nature of the code.

    But really I was pulling my hair out at to why contruct was giving me a hard time. I remember contruct is as smart as the code and as dumb as the programmer....yeah

  • ok so in my platform I want something like a jump trampoline but instead of it being a rubber bounce I would like to do some thing like an upward wind draft that carries you upward sort like a Fan blowing underneath.

    I cannot fine any example that been done and how would i go about that one ?

    Ok update: I figure out that i had to reverse gravity with an overlapping object using negative number

    and i figured that I needed to reset the gravity if not overlapping but I have to ask how can i "float" at the peak atm its just glitching up and down out in a weird pixelated

  • I remember something I had ran into was when i created a layer below the canvas original layer it bug out on me like that I remember to lock that one layer and do not add a layer below it.

  • Have you used a spawn variable ? such as For every X distance Add one to spawn and run a command something like if spawn > 0 then create object and then decrease one from spawn. or you can even create something like for every X distance use variable Green ship spawn and one for Blue ship spawn.

    So that the spawn variable act as a trigger and the Spawn > 0 act a trigger for you ?

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  • I am doing this form as well One Tip ive found is place your animation "feet" in the edit image to the bottom of the frame and make them all the same size prefer something like 32x32 or 32x64 or 64x32 just something in 32s and you will have to reedit the origin point a dozen times to get it sync up with the new sprite pinned.

  • Ok,

    so i recently updated the program to 219 or what ever the lasted. I have notice that when i show collision on object I now see it appear on tiled background type. And I was wondering Is it possible to filter out what to show because I'm using it to test out where collision are and such and tiled background do not need to have it since in this it just art on background nothing fancy.

    And really its hard to tell which red line belong to object when you got a a lot of tiled background for a platformer. I know I can use layer filter but I kinda need the art to show so that I can quickly see if there a clipping art that is Z ordering is off.

    And can i delete collision boundary off of tiled background ?

  • Have you tried using global variable such as create object ( card) +1 to global variable and then set that variable to global.

    And using the On created trigger to set the variable to new global. And then you can use mouse with a variable in it as like If mouse is overlaping card -> get card id variable

    And then If click over card sub event here Pick object base on variable mouse variable = card variable.

    I had the same problem when I was doing rpg battle it was hard to get contruct to know which is which. I used this method and what you know it fixed it at least for five enemies that is.

  • I rather use like animation and adjust the speed for the time frame of 2 sec. Its how im doing explosion of circles.

  • what if you add a layer below it and delete the canvas ?

  • Id use a sprite and label it invisible or what ever you need and then add a variable such as Variable=text

    And just add in this event If sprite is clicked on Sub event variable = text. It does a better job then trying to do UID. Often I get lost in using UID or IDD because of the delete add delete add blah changes up the whole UID ordering process

    One method a really long one recreate all sprite ...and then copy paste one event at a time until it fails to load and then you can assuming it is the last event you added killed it. Other then that I have no clue what to do.

  • thing is they are not on a loop and its really weird how my program is doing it but it works for what it need to do I was just tad curious to why it is acting up

    The only thing thats on a loop is the idle animation and the crouch to idle is not on a loop it just stops on the last frame not even going over to the next one oh well

  • ok So one of the events triggers is 'On animation finished' does not work at all

    but yet if i choose two condition 'Is animation playing' and the last 'animation frame is on'

    It work perfectly to why doesnt 'On animation finished' never has worked for me. When i am trying to progress to a new animation such as 'Crouch to idle animation' to end, to 'idle' animation and have another trigger when 'Idle to crouch' ends start the 'Crouch' animation.

    Is it because if the limits to trigger events ? or can it not do new animation

  • Well i can tell you this Contruct two engine doesnt have a complex brain like us to figure out for you. It actually a very precise and dumb where you gotta get it to know what instruction you want specifically. Like for instance you could just point to a paddle in real life and say get rid of it.

    In contruct two you would have to say Destroy Name of object and what variable it is. and if you told someone to destroy the paddle he would still destroy both because they are of the same object.

    and no i do not think that right If you wanted to just to destroyed the newly created paddle you can try to use 'on created>destroy the object but I have to ask why do you want to create a paddle just to destroy it ? is it a defensive way of protecting you own paddle ? if so id just redo and ask what events are playing to why does the paddle get destroy by what.