jeffige's Forum Posts

  • Can the player break the floor at ANY spot?

    In one of my unreleased games i have tiles that the player has to jump on to break them

    (player is falling > play animation (block breaking) from beginning)

  • So i added a textbox to show fps and cpu % during lan testing, would that be closer to what can be expected?

  • Couldn't you get that effect from your image editor?

    Create the controls with a higher res and the rest with a lower res, or soften them up a bit.

    I don't know if C2 can do this. Accept for maybe adding an 'effect' behavior... Try adding the Sharpen effect and see if that suits your needs.

  • What do you mean by 'default main debug page'?

  • Is it a true representation of the fps you'll get after export or is it usually lower?

    I've ran a few different games through the debugger, mine and other examples i've aquired over the last year and the all are around 30 -45 fps.

  • SINE BEHAVIOR

    It would be awesome if it had a PAUSE feature. Full pauses X secs after complete cycle. Half pauses X secs halfway through complete cycle.

    example:

    Period = 4

    Full Pause = 0

    Half Pause = 2

    For those that do not like using plugins.

  • Same for me. When the game starts the C2 loading screen shows then goes to the PP layout. And just a question, are you previewing in browser? Are you making sure before you RUN it that Layout PP is showing in your editor?

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  • Thanks for the reply oosyrag. I actually discovered that just a little bit a go.

  • I have 2 platforms on an assets layout. These platforms will be created 2 secs apart on the level 1 layout and be 256 pixels apart on the X axis and 256 pixels apart on the Y axis, allowing the player to jump upwards from platform to platform.

    My problem is when the platforms are created, first the left one and then the right one, they are about 256 pixels above one another. But when the reach the bottom they have spread out about twice that much.

    Im using the bullet behavior, but i've tried many different things and can't seem to get them equally spaced apart for the duration of their fall.

    Any help is greatly appreciated.

  • In my game i have 4 different enemies. When the player kills an enemy they spawn a key that opens a chest.

    I'd like to be able to have a different enemy spawn that key. EXAMPLE: player kills enemy 2, they spawn the key. If the player quits the game and restarts or passes that level on the next level(s) enemy 4 will spawn the key.

    Thanks for any help.

  • First, that loading screen you see is very minimal, not using a lot of resources. An animated loading screen would.

    Are you asking HOW to do it, or if it's possible?

    On the few small games i have done, there is no loading time from layout to layout. The next layout just pops on screen.

    Couldn't you just create events like:

    When that layout triggers to go to the next layout.

    For instance - when your player kills everything or overlaps the exit door > go to layout > level 1 animated layout.

    On level 1 animation finished > go to level 2.

    So forth and so on...

  • Have a look at these:

  • No.

    The initial ON lever frame points at 10 o'clock. On first collision the ON animation plays. The lever stops at 2 o'clock. The cart rolls out.

    2 o'clock is the initial OFF position. If the player collides with the lever again, the OFF animation plays, stopping at 10 o'clock. The cart rolls back into the tunnel.

    At first, the 1.5 seconds was only so if the player runs past the lever it will not toggle, but if the player overlaps the lever for 1.5 secs, it will toggle.

    I've sinced made the collision box small enough so the player can jump over the lever and NOT activate it.

  • Thanks for the reply. Unfortunately its not working. I've tried local, constant variables, moving/adding subevents, actions, events....still not working.

    Basically its just a switch. I have the collision small and low on the lever, so the player can jump over it and not activate it.

    On the 1st collision the lever is on > a MINE CART rolls out from a tunnel.

    On 2nd collision the lever is off > MINE cart rolls back into the tunnel.

    Any ideas or any more help would be awesome.

  • I'm trying to get a lever animation to play only if that lever overlaps the player for 1.5 secs.

    I tried compare time, but ofcourse that didn't work. Would i need to use dt* for this? Or what events do i need to get something like:

    Lever > overlapping Player for 1.5 secs - Lever > Play animation from beginning

    Any help is greatly appreciated.