Landermere's Forum Posts

  • Hey there J12r3!

    Construct 2 is a wonderful software! It will allow pretty much anything to be created in it, assuming you have the know how!

    It's perfect for making proof of concept prototypes and with enough time you can easily polish your prototypes into full games.

  • Hello there ladies and gents of the internet!

    I come here again asking for help only this time i understand what it is I am after.

    I am having an event spawn at the tilemap.Y that is below the player.Y's feet.

    If there is not a tile at the players feet (If the check returns a "-1" tilemapID), then it will search the tile below that and so forth, until it either does this 6 times or there is a tile at that tilemap.Y (check yields not -1)

    So far I am using this to test for the tile below the players feet and looping until it hits the Max_Loop_Count.

    If Platforms.PositionToTileY(Player_movement.ImagepointY(1)) >-1 ---- do a thing

    This does not work consistently ans I have tried many other options too.

    I am aware that I need to run a sub-routine that loops (I will use a group for the loop) to monitor how many times it does this and then condition appropriately.

    I have naturally played around with testing and implementing varies things but to no avail.

    Any help or links to advanced tutorials of the tile mapping are welcomed.

    I look forward to hearing from you.

    Chris

  • Interesting, I will have a look into that Thanks

  • Bump

  • Bump

  • Hello there Ladies and gents of the internet!

    I come today seeking advice so allow me to explain my situation <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    So first of all this prototype was originally done with a platform and allowed the Vine_Arms to spawn on the platform.BBoxTop which works like a charm.

    However whilst transferring this project to the main game, I realised that I am using TileMaps.

    Below is a screenshot showing the working (Platform version) of the prototype.

    pasteboard.co/uTF5M8r.png

    Now whilst converting the prototype to the main game, I know that I need to change 1 line of code from

    Vine_Arm| Set Y to Platform.BBoxTop to something like Vine_Arm| Set Y to Tilemap.snapY(VineHeart.Y)

    I know this doesn't work but I can't quite put my finger on the answer.

    Below is a screenshot that showcase this.

    pasteboard.co/uTXnn4H.png

    My question is how do I get the Vine_Arm to spawn at the correct Y position on the TileMap, being the ground below the players X

    Thanks for your interest

    I look forward to hearing back from you <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    Take care

    Chris.

  • blackhornet

    Again you save the day!

    You sir are a legend

    I feel so bad as I never managed to find the answer looking through the tutorials.

    I must work on my searching skills.

    Thanks Again!

    <3

    Chris

  • The response is appropriate however I am past that point.

    I do have the mouse cursor position changing the location of the sprite and changes to the sprite if hovering over an event.

    I'm Referring to the default windows cursor which I wish to hide whilst in the game window

    Thanks anyway

  • Hello there fellow nerds!

    In my current project (for funsies) I am creating a game which uses a sprite as a mouse cursor.

    Unfortunately the default cursor for the computer is still visible, see screenshot below: pasteboard.co/2a0wReJa.png

    I would like the cursor to show only the purple placeholder sprite and not the default (white)desktop icon.

    I'm not sure this is even possible but it's worth a shot.

    Any advice on this matter would be greatly appreciated

    Thanks in advance

    Chris

  • wow...I actually forgot about containers.... Nice Yer they will work hehe

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  • Here we go <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    pasteboard.co/29mrjs6N.png

  • I'm really pleased it worked for you

    Your issue on the other hand doesn't sound like it works for you lmao.

    quick resolve for now; before the enemy is destroyed, try teleporting the enemy outside of the layout (with the pinned animation) and have the animation have the behaviour "Destroy outside layout"

    not the most optimal way but that will work.

    I will come up with a better solution for you

  • Something I use myself is to divide player's and enemy alike into 2 different events.

    One controls movement and the other control the animations

    On the start of the layout all you need to is pin the animation events to the movement events

    By doing this you can perform all the actions you wish them to carry out without actually making their visuals alter too much

    Good luck!

    Chris

  • A better solution to this is as follows

    |When cutscene = true| (sprite or event in question) set 8Direction disabled

    |When cutscene = false| (sprite or event in question) set 8Direction enabled

    This will cause fewer issues down the line

  • I am aware that a lot software updates on apple devices cripple other software built to run on them, so it may be something on Apples end.

    It may be a wait and see scenario which is of course very annoying.

    Good Luck to you and your wife