gomotion100's Forum Posts

  • One way to do it is to use a non-transparent layer with a black background, and lerp its opacity from 0 to 100 using a lerp factor of your choice.

    Could you elaborate on that?

  • My 8 direction RPG has solid walls that the player shouldn't be allowed into - when the player is walking right up against these walls, then suddenly turn towards the wall, the player clips slightly into the wall.

  • ^^^^

  • "Play shuffle" do you mean play "shuffle" OR "Play shuffle" its not the same result

    Play "shuffle"

  • be sure your file is on the sound folder and be SURE the name in the events is the SAME as the audio file , for example folder Sounds> boom.wav = in events play "boom.wav" every 1s

    Yep, checked everything.

    shuffle.m4a and shuffle.ogg match up to "Play shuffle"

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  • I have a condition that, if true, a 10 second audio file should play. It is imported to Construct 2 in 3 different formats - OGG, WAV and ACC. When the condition is met, the audio file doesn't work. Nada. Can anyone help with this?

  • >

    > > Going to need to elaborate much more

    > >

    >

    > So I have a paltform character, I can move him with up left and right, I need a condition that if true he will stand completely still in spot no matter what.

    >

    If you're using the platform behavior he should stop moving as soon as you let go of the key.

    No matter what means even holding down any of the keys WON'T DO ANYTHING.

  • Going to need to elaborate much more

    So I have a paltform character, I can move him with up left and right, I need a condition that if true he will stand completely still in spot no matter what.

  • Title.

  • Set a global variable "WalkLeftAnimation" equal to "walk1a".

    On left button down -> Play "WalkLeftAnimation"

    Then on collision with item (or however you check if the player got the item) set "WalkLeftAnimation" to "walk1b".

    Another way of doing it is to add an instance variable to the player object to replace the global variable.

    Equal to walka?

    walk1a, walk2a and b are individual animations. I don't understand.

  • I have a character, and he has a walk1 animation and a walk2 animation, for when he's walking left and right. When the character picks up an item, I want then walk1 and walk2 animations to change to different animations.

    So at the moment, it looks like:

    On left button down -> Play walk1a

    On right button down -> Play walk2a

    But when he picks up item A, I want this to happen

    On left button down -> Play walk1b

    On right button down -> Play walk2b

    How do I achieve this?

  • Have experimented with grid system, but with no luck, the object will refuse to actively block the player from entering the grid spaces that it covers.

  • if condition a = true

    AND

    if condition b = true

    then condition c will happen

    I need this.

  • title

  • be destroyed too?