guannstar's Forum Posts

  • I get it, but how do I set the time scale for an individual object? I'm stuck on that part.

  • Thanks, I see what you're saying, but I'm not sure exactly how to set the time scale for an individual object? How do you do that?

  • Hey everyone, I'm wondering... is it possible to have an object animate when the time scale is set to 0? Or rather, is it possible to have just one object (for example, the "glowingBoxRed" object shown below) to animate while the rest of the game/background stays still?

    <img src="https://dl.dropboxusercontent.com/u/54192518/glowingExample.PNG" border="0" />

    Thanks,

    guannstar

  • Hey 7Soul, I turned the solid behavior of my character off to see if it was causing him to "collide with himself" (as you said), and it still does the same thing, I don't get it.

    Can somebody please show me what to do with a little capx example?

    Thanks,

    guannstar

  • Yea, they're the same size. I think I need to pin the character to that invisible rectangle you were talking about.

  • Yea, I checked that. My origin points are the same. I'm still puzzled:(

  • Hello all, I have a problem and a question. Why does my main character fall through solid objects (and act all screwy) when I add animation to its default animation? When I remove the animation from the character's default animation, it works fine, I don't get it! Can someone please help me out?

    P.S. "shoot" is the name of the character's default animation. Also, the ground that the character walks on and the character itself both have a solid behavior, so again, I really don't understand why the character starts to fall through the ground when I add animation to it:(

    <img src="https://dl.dropboxusercontent.com/u/54192518/animationExample.PNG" border="0" />

    Thanks,

    guannstar

  • Yea, I see what you saying:) Thanks a lot man.

  • Hey all, I was just wondering... is it possible to make an object go in circles with the sine behavior?

    Thanks,

    guannstar

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  • Wow, yea, that's exactly what I'm trying to do:) Thanks a lot KaMiZoTo:) Really, I can't thank you enough:D

  • Haha sorry man:)... OK, here it is, the greenball, or "goodguy" should have to collide with multiple enemies (which are separate sprites) before moving on, it shouldn't be just one sprite reappearing a certain amount of times.

    Thanks...

  • It seems like it should be easier than that:)...

  • Thanks:), but no, I'm looking for something where the greenball must hit/collide with all 2, or 3, or 4 (depending on the level) multiple enemies (but not at the same time) before moving on to the next level:)

  • OK, I've been trying to work with it, but I still can't seem to get it to work:(

    Does the "or" make it so that the "greenball" will have to hit one enemy, and then another enemy before moving on? Or, does it mean that the "greenball" can collide with either of the enemies to move on?

    Also, do I have to make a new "EnemyCount" variable for each level?

    <img src="https://dl.dropboxusercontent.com/u/54192518/example.PNG" border="0" />

    Thanks a lot,

    Guannstar

  • That's what I'm trying to do:), I just don't know how to. What would the action/condition path look like?