Jeswen's Forum Posts

  • Simple but not immediately obvious, so don't smack your forehead too hard XD

    Now, make the darn game! And if something else goes wrong, try the simplest thing first

  • <img src="http://www.emmagcatering.com/images/thumbs_up.gif">

  • Break the arms into two and limit the upper arms angle. That might help. And limit the heads up/down angle so there's no neck "breaking"

    Also can use a subtle skew with the new sprite feature as well. Perhaps to help lean more fluidly (along with any animation/rotation).

  • 0.95.2 fixed my issue.

  • No particles draw for me. XP SP3, 8800 GT, updated drivers.

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  • Construct runs fine for me overall, but does give an error sometimes when closing it.

  • Should be fine with multiple layouts.

  • Try and find that example TheInstance.

    That many objects seems a waste though. Maybe what is really needed is a grid object of some sort.

  • Another odd idea that occurred to me is, maybe you could have the player hold down a key (representing the shovel or equipped item) and then the arrows (or whatever you end up using to move) can dictate where the hole is dug around the player.

    I'm tired and you're welcome to ignore that idea if needed lol.

  • 1. How would I set an object to no longer be solid? In my game, my zombies were originally set to be solid objects, so the player couldn't walk over them. When the zombies "died," however, they were still solid and the player couldn't walk over them. I tried moving the "dead" zombies to another layer, but that didn't work.

    You could either disable solid and make your own collisions in the event sheet, or you could spawn a "dead zombie" where the living one was upon being killed.

    2. When a zombie is shot it creates a "blood" sprite that overlaps it. How do I spawn the blood sprite behind the zombie? Setting "blood: Place behind zombie" (which I've done twice) doesn't work. I think I got this to work once before, but I screwed up somewhere and forgot how to do it again.

    In your always event, moving the "place behind" to the top seemed to fix it for me.

    3. The kills counter (as well as the TotalZombies counter, I suppose) doesn't work because of the way I have the zombies' "death" set up: First I change their sprite, and then I have them fade out and deleted from play. This, however, causes the kill counter to increase repeatedly while the current zombie still exists. Is there a way I can make this action only happen once?

    Did you try using "Trigger Once While True" under system?

    4. I plan on adding more kinds of monsters (and possibly weapons) to the game, but I don't want to do all my events over again. Is there a way to have one event affect different objects the same way?

    Add them to a Family. Make one and name it something like "Monsters" then add them to the family and create your events using the Family instead of the individual monster.

    5. In a different version of the game, I had both DirectSound and MOD objects (for gunshots and music, respectively). Whenever I played the gunshot sound while the music was playing, it screwed up the music. Is there a way I can stop that, or should I just use MP3s instead?

    Not sure there. Haven't played with that much myself.

    Thanks for the help

    .

  • Right, well then change the word chest with dirt. Hehe.

    Can you have the player click near them to dig?

  • Have you considered having the player click a chest for this mini-game? They can still have to be near it, but that would save you a lot of hassle I would think.

    Simple rectangle for a detector - if it's over a chest, they may click it. If it is over more than 1 chest, they may click either one, giving the player the choice.

    Or if you want to keep it entirely to keyboard, you could also use keys (such as 1 and 2) for when two chests are available.

    I may be going off track here, but I thought I'd check.

  • I see what you mean now TheInstance. I really don't know what to tell you, unless Ashley has an answer.

    One thing I did notice, was changing your "rand0m" int(random(2)+1) to just int(random(2)), got rid of counting beyond 9, but also got rid of the final row.

    So maybe there is something that was overlooked or just how Construct handles things.

  • Oh and, you can size the Thekey object to 1 pixel width, and separate the chests by 2 pixels. This will solve your problem totaly. TheKey is now 2 pixels, i think.

    Yeah, that's what I thought too, but if he needs them touching for some reason, ordering them is really the only way I can see to avoid that.

    Otherwise, rethink the entire concept and not use a detector

  • "See-RAWR"

    Am I doing it right?