lamar's Forum Posts

  • Sounds like you would have to create a sprite called delete and pin it to your sprite and call that event when you click on that delete sprite to reload the previous image?

  • Is there any way you can elaborate? I'm sorry I'm completely new and still learning

    Do you have a sprite that has a climbing animation to use?

  • I send u PM

    OK I looked over your capx and you are using a custom movement with Sine and it is that sine that is causing the problem.

    I sent you a PM with the CAPX fixed. I created a ceiling sprite to detect when your player is at the ceiling. When player overlaps the ceiling I change the angle of motion in your custom movement to 90 degrees which is down and change speed to 100 so player just bobbles along at the ceiling. You can change that speed to suit what you want and make that sprite invisible.

    No more stuck player. Pretty cool game!

  • Is there any way you can elaborate? I'm sorry I'm completely new and still learning

    Hold on a little while and I will do a quick example capx.

  • I've had similar error messages when I click undo or redo too quickly. Now I'm careful to not click them too fast.

    I don't know if it was fast but I had deleted the sprite from the layout and then from the entire capx and then added in some more events and global variables before I decided I needed that sprite back.

    I think there was some conflict between the events I added that could not be undone as it would delete a global variable and the two error messages jammed.

    Luckily I had saved just before that so no big loss and I probably could have clicked ignore and went on but I didn't want it showing up later and crashing the game.

  • Yes and I use it all the time.

    You need an animation with the player facing the wall and climbing. Set it to looping.

    Global variable Climb = 0

    You need a blank sprite that the player will jump and collide with to trigger them to climb.

    On Player collides with climbsprite: set animation player to climb, set climb=1

    On climb=1: move player 1 pixel at 270 degrees

    You need a way to turn off climb and another blank sprite works.

    On Player collides with climbstop: set climb = 0

  • >

    > > How do I say that when I touch the ceiling I put it in 1?

    > >

    >

    > On player collision with ceiling: Set CeilingHit = 1

    >

    No have that condition only have "on player collision with another object" can u show me a imG plis!!!!!

    You have to set the variable and it does not use ELSE

    I would have to see your capx to see what you have going on.

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  • So thanks for inspiring stuff and giving opportunity to find something

    You are welcome

  • How do I say that when I touch the ceiling I put it in 1?

    On player collision with ceiling: Set CeilingHit = 1

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  • Do you say you create an action for the variable or do I first create the variable named celling and number 1? I did not really understand really well

    Create the global variable Ceiling =0

    It will be changed to 1 when the player hits the ceiling to tell the events to stop reading the space bar and then you set the player to drop and reset ceiling = 0

  • Use on space key down to raise the player and on space key released to lower the play and use a global variable to make sure it stops reading the space key when it hits the ceiling

    On player hits ceiling set ignoring input CeilingHit =1

    On CeilingHit=1

    and Space key released: set player to go down, set ceilinghit=0

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  • I suggest you start from the provided examples, and understand the workflow and the event sheets first. That will give you some more idea of how things come together in Construct 2.

    If we just provide you a capx example in this case, it will be quite useless to you, as what you want is not basic at all.

    Some of the forum visitors are young kids and newbie adults and they just want a basic example to get started. They may not understand workflow and event sheets without some guidance and that is what we try to do in the How Do I section.

  • Well.... I have not played makeup in a few years BUT if I was designing that game I would get a sprite for the face and you can get mannequin faces in clipart and then get sprites that look like makeup for lips, eys, blush etc.

    You can get those probably from any webpage that shows how to do make up and just size them to fit the mannequin face.

    You then use the mouse to click on your makeup sprites and drag them to the face to try different combinations.

    Those are pretty basic routines and lots of tutorials to help you with the events.

    Here is a blank makeup face to get you started: