InDWrekt's Forum Posts

  • The default values are pulled from the last object instance you set the values on in the layout. I had seen this before but to test it, I built a simple project with 6 sprites in a family with 5 variables. When I drag an instance onto the layout, the variables are blank for text or 0 for a number. I edit that object and then drag a different sprite from the same family out and all the variables match what I set on the first. Then, if I edit those, the next object matches the new variables and so on. It's easy to test.

  • I see. So, what you are referring to a bounce is actually the player changing the direction of movement. Flipping the players gravity also causes the movement direction to flip creating that sort of bounce.

    Good luck with your project.

  • InDWrekt

    Wow, that actually works really well. Is there any way to stop the bounce when switching gravity to a new planet? If not then thats ok, this is farther than I ever got, and with less events too!

    Stopping the bounce is what this is meant to do. When the player changes gravity direction, the y velocity (or bounce) is set to 0.

  • just an idea but maybe on planet creation you could pick all others instances and check if distance is odd or not ?

    If it's not odd, move the planet 1 pixel away or sthing like this ?

    this wont be very elegant but maybe could work ?

    this should avoid the player to be in equal distance from both

    ArmonPlan You still have the possibility of the players position being halfway between because the position is stored as a decimal.

    BaconSwagg If you add a condition like Pick Top or something to force just a single instance of the planet, you won't have 2 planets gravity grab the object. The weird thing happening when the character changes gravity is caused by the residual momentum from the original jump. If you sent the VectorY to 0, it should take care of it. I modified your project: This may give you what you need.

    drive.google.com/file/d/1sEG5lyml57XqE-BMxLYOElvJ29L3d_UY/view

  • Please read this thread:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

    Your post doesn't give enough information for us to really know what issue you are having. So those of us who would like to help you have to make some assumptions.

    This is what I assume is going on. The box is most likely falling out of the world. Physics objects don't interact with solid objects. Only other physics objects. You need to give the floors/walls the physics behavior (along with the solid behavior) and check their immovable property.

    I hope that helps. Good luck with your project.

  • drive.google.com/file/d/1HIVO7g_CIwOspoznmg6rjNNMzB3YyreE/view

    You can't really tween particles but you can use an object as the particle and tween that object. The particle speed will affect the tween a little bit but if you play with the speed, particle life and tween start time, you can get a pretty good affect from it.

  • calminthenight Good example my friend. It's always nice to see how other designers accomplish the same goal.

  • First, I want to link you to this:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

    As stated in that post, the best way to get help in these forums is, explain the problem you are having and (here's the big part you're missing) what you have tried to get it to work. Then, post your project (or a stripped down example project) so we can see what you are doing and help you work through the issue. Doing this will both help you become more proficient with the tool and help us help you.

    That being said, I did throw something together for you to take a look at. Hopefully it gets you what you need. Good luck with your project.

    drive.google.com/file/d/1nMa75LaKLJAugdEEFziz3Hy_sXcT9CZy/view

  • Instead of passing in a result from the AdvancedRandom object to the loadAudio function call, pass in the index value stored in the index variable of the MeaningSprite or WordSprite objects. Without knowing the language, I can tell you that the sound being played seems to be correct. Especially when the word was handkerchief. I believe this will solve your sound problems.

    -> Functions: Call loadAudio (index: MeaningSprites.​Index)

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  • Your sounds aren't playing because your sound names include the .webm extension. When you use the play by name method, don't include the .webm in the name of the sound. For the game as it is, you don't need to remove all the .webm extensions from the list of sounds. You can just do this:

    -> Audio: Play replace(DataN5.At(5,index), ".webm", "") not looping from Sounds at 0 dB (tag "")

    The replace statement will strip the extension off for you.

  • This is all that's needed to do what you are asking.

    If you are causing the game to crash, you are most likely creating an infinite loop. You need to make sure your loop exit condition can be reached. I prefer for loops. They are much harder to create an infinite loop in.

  • I have run into multiple really big bugs that all seem to point back to the enabling and disabling of code blocks.

    1 - I saw the Demon stop working after the air attack. I was unable to really debug why because of the other following errors that made it so getting to this point was inconsistent.

    2 - I have had the knight lose the ability to attack or turn around when walking into the boss room. This was fixed by disabling the action that disabled the Knight Controls group. When you run the cut scene of the knight walking into the door, the Knight Controls get disabled and sometimes don't get reenabled.

    3 - When fighting the boss, quite often, the entire game would freeze. I haven't been able to figure out why.

    In the image below, I have marked events that deactivate code groups but don't have a corresponding activate event.

    Also, I noticed you have 2 copies of the Boss Events. Both are nearly identical. Duplicating code is always a bad idea. If you need to make changes in 1, you then have to remember to change the second as well. Also, you can have a hard time knowing which event sheet is causing the problem. If you need to use the same events on multiple event sheets, you should put all the shared events in their own event sheet and include it in the others.

    I suggest you redo the event system removing ALL the disable actions and instead use state to define which block of code to use.

  • I save it on my google drive using Constructs cloud save option. I then go to my google drive and get/post the link to it. You can also upload it to a dropbox, github or other online hosting account and share the link from there.

  • All you need to do is set the selected item to the last id.

    -> List: Select item List.ItemCount - 1

  • Ok. Sorry I missed that.

    That being said, your code images don't really appear to be making use of the state machine. I may be misunderstanding your code but it looks like you are relying on disabling and enabling code groups instead of changing states. This is extremely difficult to debug because there isn't an easy way to check if code blocks are enabled or not.

    Did you take a look at the example I built? I think you may find the answers you need there.

    To be honest, without access to your project, we are just guessing about what is happening. Can you post your project? You'll probably get better results if you do.