Landermere's Forum Posts

  • I would recommend limiting how often the player uses the "slowtime" powerup by creating an instance variable that checks to see if power up is active.

    when obj_balloon is animation "ID_SlowTime" is playing | (do things) and set "powerup_active" = 1

    if obj_powerup on timer "slow time"

    and "Powerup_active" = 0

    set balloon speed to....

    set bullet speed to ....

    set powerup active = 0

    Give it a go and see if that works

  • If you separate your player into 2 different sprites; 1 controlling movement and 1 controlling animation, you could use these to check line of sight without having animations that change

  • Seems like sound logic + 1

  • You will have to send a link to the images, somewhere like pasteboard.co as the images are not viewable.

  • Once i realized that This had happened to me a while ago I knew the answer!

    Ok so here we go.

    You are setting the angle of motion which fundamentally turns your entire sprite.

    The way to combat this is to have 2 sprites that make up your playable character.

    One that handles animations and one that handles movement.

    In the game I am currently developing I have just this: "Player_Animation" and also "Player_Movement"

    Add the "Pin" behavior to the "Player_Animation" Sprite and all you do is pin the animation to the movement sprite on start of layout.

    It's a pain to switch them over but you have so much more control over both movement AND animations by having them as separate sprites

    If you like I can post a demo of this or rummage around for a tutorial lol.

    Hope this helps!

    Happy programming!

    Chris

  • I was going to suggest checking that the solid objects were on the same layer as the player and enemy, but thankfully you have found the answer YEY

  • I would recommend adding the physics behavior to you player if you want the player to fall off the rock.

    naturally the platform behavior will stop the player if they hit a solid object's collision points.

    I'm not entirely understanding your second question, could you provide some reference material? such as a picture or an object in a game that does something similar?

  • Hello again fellow Nerds!

    Ok so I feel I may have not explained my goal as clearly as possible first time round.

    So here goes for round 2

    I would like to create a save menu that takes a snapshot of the games current state and displays this image in an event.

    I have achieved this thus far. see image : pasteboard.co/1SCJZEhg.png

    My issue comes when I try to reload/refresh the game client.

    The load file is available but the image is not saved, dispite having the sprite be saved along with most other entities/events etc.

    When you load the game up again (or even refresh the browser) the snapshot disappears and so the sprite that shows the snapshot returns to a white sprite. See Image : pasteboard.co/1SCYrbQx.png

    I have tried a couple of things but don't feel I have gotten anywhere close to the desired function of this.

    I am looking for a way to use the snapshot, created when saving, as a way to show the player they have saved even after closing the browser.

    I would love to include the CapX but unfortunately it is not possible.

    If anyone has any Ideas/suggestions however, please feel free to let me know.

    If there is any other information required by yourself then also, let me know

    I will respond ASAP.

    Thanks in advance

    Chris

  • Hello again fellow nerds!

    I have made some real progress on my current games project and by jove it's really taking shape!

    I am here again to ask for your help!

    Todays problem involves the CanvasSnapshot feature.

    Scenario

    I am creating a save feature that allows the player to to see their progress from the previous save.

    Once the game has been saved it creates a CanvasSnapshot and then sets an event to that CanvasSnapshot (see images below)

    pasteboard.co/1PDNrFm0.png - menu after saving (shows current level state)

    pasteboard.co/1PDRjygm.png - menu after closing browser and relaunching game (no image)

    pasteboard.co/1PDUQtfG.png - loading the game after closing browser (Loads the game state correctly but does not show image)

    Edit - pasteboard.co/1PE9bu93.png - event sheet for save and load.

    So my question is: what would be the optimal way to save the CanvasSnapshot and load CanvasSnapshot after the player has closed the browser and re-launches it?

    Thanks in advance <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    Chris

  • blackhornet ooooh I did wonder what that feature actually did!

    I'm going to try that out

    Thanks for the knowledge <3

    stay awesome

    Chris

  • Thanks for replying blackhornet!

    I hadn't thought of doing that however, Unfortunately that didn't work either :/

    I have however figured out a work around but still leaves the question as to why it didn't work.

    Solution to my issue is linked here

    pasteboard.co/1JB2Kvun.png

    Thread can be closed <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

  • Hello there fellow nerds!

    I am trying to run a conditional check within an array to see if a number contained is one of two values.

    I know that | is the "Or" symbol and so by checking if array = 1 | 5, this should see if the value is either 1 or 5.

    This does not seem to work and is yielding unwanted results.

    pasteboard.co/1JpLXlsg.png

    Expressions I have tried:

    if Stance_Array = (1)|(5) play animation

    if Stance_Array = 1|5 play animation

    if Stance_Array = (1|5) play animation

    if Stance_Array = ((1)|(5)) play animation

    I'm not sure If I'm misunderstanding expressions but...Help please

    Thanks in advance <3

    Chris

  • well I never...

    I was playing around with the program and ended up fixing it.

    here's a link to the completed program <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile" />

    pasteboard.co/1EdPQKgo.png

    I might put together a tutorial for this at some point too hehe

    Thanks for your assistance guy/gals! <3

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  • Thanks for the replies guys/gals

    gum I want to optimise the performance of the game so while that method is easily implemented and pretty much guaranteed to work, I don't think it would be optimal to have the event there. I want to have 1 box of code that does all of the work rather then having unnecessary events that will slow down the game.

    MaGi the viewports only work for the viewport right and left for some reason =/

  • I see

    All of the User interface events are set on their own layer above the game layer, it has a 0, 0 parallax setting.

    The UI events should not be moved beyond the boundaries of the screen.

    In order to define the "boundaries of the screen" I have to compare the events in the screenshot above.

    Once the player has moved the User Interface events outside of the "boundaries of the screen", the user interface does successfully snap to the "boundaries of the screen". This only works while within the default window size and when this is no longer true the user interface events snap to the left/right side of the screen or moves as if paralaxed.

    The goal is simple. create a user interface that can be dragged within the boundries of the screen,

    once released from the dragdrop behaviours, it will stay there regardless of where the player is within the level.

    I'm not really sure what else I can convey :/

    Thanks for respondingGumshoe2029