Krow's Forum Posts

  • 6 posts
  • Ah, okay that makes a bit more sense now. I was carrying the "wait" functionality over from previous experiences, had no idea that it operated completely different within Construct! Guess that's what I get for assuming things with the same name would operate the same.

  • I've mostly got the animations down just fine, sans for tweaking the animation speeds and movement speed a bit but there's been a few things that I haven't been able to fix at all.

    Right now I have two attacks. One while on the ground, one while in the air.

    If the player attacks on the ground, they are unable to move for the duration of the attack.

    Glitch 1: There seems to be an odd delay before the player can attack again, but there's no delay for movement??? There should be no delay before the player can attack again.

    If the player attacks while in the air, they (should) continue on their current direction (if moving) or simply continue the jump/fall (if direction wasn't pressed)

    Glitch2: I can't figure out how to disable changing directions in the air while attacking.

    Glitch 3: Once the player hits the ground, the Ground attack controller takes over an adds the removal of controls to the player, resulting in a really weird pause.

    Currently, arrow keys move and X is attack.

    I've been slamming my face against the keyboard on this for the past couple of hours. The .capx in the included link is the /best/ working state I've been able to manage so far. All my other attempts have broken things pretty hard. I'm starting to think I've either A: set things up wrong or B: Missing something completely obvious.

    https://dl.dropboxusercontent.com/u/1510463/UnnamedPlatformer.rar

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  • I figured out a way to do it, though it isn't perfect. It all operates on a single layer and once the CGStage variable is advanced, I simply use System Scroll to X. While it does make the layout pretty large, everything does work perfectly!

  • Unfortunately it doesn't look like that works. From the manual:

    Is visible

    True if the object is currently visible. Invert to test if invisible. This only tests the visibility set by the Set visible action; it is not affected by the object being offscreen, having 0 opacity, or being on an invisible layer.

    I was trying to make a menu system using a single layout that simply turns layers on or off (rather than constantly going to a new layout for no reason) based on what was clicked. It doesn't look like that's possible, or at least, beyond my current level of knowledge.

  • Ah, now there's a thing. There is another sprite directly below that one but it's set to invisible. Guess I'll need to figure out a new way around that now. Didn't know you could still interact with invisible objects!

  • In the below, if the BUTTON is clicked, CGStage has 1 added to its count.

    If the Sprite is clicked, CGStage gets a random number added, somewhere between 5-7.

    Is there some other condition I'm missing that makes Sprite-based buttons different than the Button object?

    I did see this thread https://www.scirra.com/forum/solved-thanks-add-1-to-count-yes-just-1-this-time_t181230 but I haven't gone into Families yet and I certainly don't want the Sprite-based button to be destroyed. In short, I got lost.

  • 6 posts