LaDestitute's Forum Posts

  • Here's a fix, pretty simple. Sorry for the delay, sort of tried to rip your code apart bit by bit until I realized the actual solution.

    https://dl.dropboxusercontent.com/u/589 ... otype.capx

    What I did was change the (now named "flashlight") "test" layer's scroll to "100,100". If you want an object to follow the player across screen and even outside the window (say, for a big level), the scroll has to be 100,100 and not 0,0. 0,0 will force it to stay within the project's specified screen window size.

  • Huh, I noticed how it does that when you don't have enough rep. Try an url shortener, I think I have a fix anyway in a moment.

  • Could I see a capx please, if you don't mind, Dooft?

  • Are either of them using scroll to behavior?

  • This might be a simple answer but this solution I'm suggesting is first thing that came to mind.

    In your event where the bullets follow the mouse X/Y, why not set an offset for the mouse.x/mouse.y? I mean like:

    Mouse.X -5

    Mouse.Y -5

    Tweak it until maybe if you can see if it'll work, but also try substituting +5 instead.

    If my memory is correct, -y corresponds to down, +y corresponds to up, +x corresponds to the right, and -x corresponds to the left.

  • Those are kind of some nice 3D models you have there for your generic GH game.

    This took me bloody forever today to get working fine in a basic form.

  • You're welcome, I'm really glad to help and happy to see you find a solution! Oh, and where it says "Pick instance with UID pot", "pot" is just the global variable's name.

    I.e, if it were to say "Pick instance with UID tent", "tent" is the name of your global variable you're using.

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  • Could we see a capx?

  • Here's a solution you can try:

  • Already solved, but may I suggest UID instead of IID? UID is more reliable, and never changes unlike IID.

    Have a global variable, and set it's value to the following, right after you spawn a new object (when you tell the game to):

    int(ObjectName.UID)

    Then in conditions that require to be instance specific (such as lifting a pot in Zelda), you set a pick UID condition, except set it to the global variable name.

  • I've run into a similar problem and might have a fix just for you.

    If I'm understanding correctly, you're spawning new instances and want to grab only the one spawned?

    Create a global variable (or with an array, store the "int(Object.UID)" to that, a suggestion if you've learned arrays yet), and right after the new object is created, set the global variable to:

    int(<ObjectName>.UID)

    i.e:

    int(Tent.UID)

    If you do this right after a new instance is spawned (such as when you tell C2 to spawn one), it will pick the UID of the newly spawned object.

    In your other events, set an extra condition along the others to pick the UID of the newly spawned object (the one being selected with the mouse? I'm trying to understand your event logic so mind my attempt to help somewhat here), except with that, set the picked UID's value to the global variable name.

    Here's a visual example of what I mean:

  • I've also observed that nw.exe doesn't kill it's own process in the task manager for non-Steam versions of C2, either.

  • As said before, try 'Colliding with object' if overlapping doesn't work.

    You can set some sort of variable and set to false (boolean)/0 in Else, and true/1 when the player is still overlapping/colliding, and setup triggers accordingly. A method like that words well for switches like Zelda style ones, and whatever it activates (doors, etc)

  • You might need solid for the sprites, unless you're completely coding custom collisions.