glebs's Forum Posts

  • 13 posts
  • Okay I caught what I was doing incorrectly. Thanks for the help!

  • Also I realized I got the names of the tabs messed up in my OP. I can see it in the Projects tab, but not the Objects.

  • I imported an .ogg file but I can't do anything with it. And like I said, the media category of Insert New Object is suspiciously missing Audio and several other plugins.

    Thanks for getting back to me so quickly. I'm bumping up against a submission deadline.

  • I can't find a way to import an audio object into my project. It's visible in the Projects tab, but I can't find a way to transfer it to the Objects tab. When I go to Insert New Object, the only entry under Media was the webcam capture one.

    When I first started this project, I put Audio as well as Browser, etc into a subfolder. Did this have something to do with it? Even after I take Audio out of that folder I still can't do anything.

    <font size="1">Edit: Got the project and object names swapped.</font>

  • I have no idea what it is. I tried uninstalling and reinstalling 134 but got the same message. I found a way to get back to 132 and it still works. I don't know what else it could be.

  • I just downloaded version 133 from Steam and it crashes right after I open it. Is anyone else having this problem/know what's causing it?

  • Thank you for getting back to me and steering me in the right direction. I've never used arrays before so I'm still having some trouble getting it to work right.

    <img src="http://i.imgur.com/3Bvex8Y.jpg" border="0" />

    That's my best crack at it so far. It works fine for the first frog I zap, but I get no response when trying to zap a 2nd.

  • Okay so in my game, there's caged frogs that you need to rescue. The first time you rescue each one, an animation plays and the global # of frogs you've rescued goes up by 1.

    When re-visiting that layout, the frogs you haven't rescued yet should remain caged, but the ones you have should default to their rescued animation and no longer be free-able.

    So far, I have it working for my one test frog, but I'm afraid my code could get out of hand if I were to put the rest of them in the game. <img src="http://i.imgur.com/UiP0sqt.png" border="0" />

    Froo1 is my placeholder name for whether or not frog #1 has been freed. My attempts to put them all in a family have been unsuccessful so far. (When one gets rescued, the animation triggers on every frog in the level)

    Please advise. And I hope the answer isn't just "bite the bullet and make a global for each one" because I'm also planning on a 2nd one-time discovery in replayable levels and I don't want my globals list to be 500 miles long.

    Thanks!

  • So I found out Steam's ultra-janky way of updating C2 and ran the capx. It's very close to what I want as far as the weapon and wall interaction goes.

    However, standing on top of a "Wall" leads to screwiness because the "Pick Nearest" is going off that instead of whats in front of the player.

    I think what I'm going to end up doing is make some of the early walls thicker and make the wall-piercing a Feature instead of a Bug.

    That being said, feel free to contribute if anyone gets a good idea to do what I'm trying to get done.

    Thanks!

  • dl.dropbox.com/u/91685197/laserDistance.capx

    Thank you for trying to help me out. Sadly your capx is a version too new for me to open. Once Steam rolls 120, I'll have a look at your file.

  • I'm making a sidescroller platform and the character's main weapon is a laser he shoots from his eyes.

    <img src="http://i.imgur.com/pB9R4bP.png" border="0" />

    Right now it goes through solid objects, but I want it to stop at contact with a solid object. Either by scaling the horizontal to only go from the character to the wall, or just mask the part of the sprite that's too far to the right (or left, if facing the other direction). I tried making a Laser_Contact object, but I don't know how to set its position to the collision point where laser hits wall.

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  • Upon closer inspection, I see this is in the Construct Classic forum. I'm using Construct 2. I'mma go over there and ask them. My mistake.

  • Saw this was the newest thread about boomerangs so I figure I'll voice my own situation here:

    I'm making a 2d platformer and one of the attacks my character has is a boomerang. It goes forward for a bit and then heads back towards wherever the player is currently. (Pretty much identical to Link's boomerang in Super Smash Bros, but with tighter tracking.)

    I'm messing around with Custom Movement, but haven't found a way to redirect the angle to head towards another object.

    Any tips?

  • 13 posts