LittleStain's Forum Posts

  • It's probably me, but I don't understand the question..

  • I tried the plugin, but when I boot up C2 it says it's unable to load the plugin/behavior.

    Tried both the plugin and behavior folder.

    What do you mean by plugin?

    It's just a capx, a layout with events..

  • TilemapSolids.TileToPositionY(0) , will give you the y-position of the top row of tiles

    TilemapSolids.TileToPositionY(1) , will give you the y-position of the first row of the top.

    etcetera..

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Have you checked the collision polygons of Shadowselect and Tailsselect and are you sure you are clicking within it?

    Is collision detection set to on for those sprites?

    Is there a layout called "TestLevel"?

    Forget those questions, haha

    You should probably attach an event sheet to the characterselect layout from your screenshot it seems it hasn't got one..

  • 1 Have you tried setting the set sprite angle to NO in the 8-direction behaviour properties?

    2 in 8-direction set the maximumspeed as high as you want to..

  • use the viewportbottom() expression..

  • First thing.. actions are read top to bottom, so it might be more convenient to change the character before changing the layout, maybe even a wait 0 inbetween to make sure..

  • Functions?

    There is almost never any reason to repeat the same code over and over again..

    If a lot of the actions are basically the same you could probably call a function, maybe even one repeated 6 times for each slot..

  • If you can break down "glider-physics" into what you want to happen under what circumstances, you can create the conditions and the actions..

  • I've already looked and there aren't an expression to get the tile's Y

    Did you look in the manual?

    Tile positions

    When using tiles in the object's conditions, actions and expressions, positions are generally given in tiles instead of layout co-ordinates. You can convert between tile positions and layout co-ordinates using the PositionToTileX/Y and TileToPositionX/Y expressions.

  • Yeah, you are absolutely right, but why would you want a pixel in the middle?

    The center of your 3*3 sprite would be 1.5 , 1.5

    If you would use 2 , 2 the center would be off, because it would be on the bottom-right of the middle sprite..

    The origin is a coordinate, not a pixel..

  • I guess you could set the football to selected on collision or based on distance and add actions to make it stay close to the player when selected..

    Then on kicked set selected to false and make it move the way you'd like..

  • All behaviours work different..

    Choosing the right one is up to the person creating the game..

    Hitches isn't the right word, possibilities and limitations..

    In my opinion people use the physics-object in many cases it isn't completely nescessary and often run into issues trying to make it play nice with other behaviours and/or using to much processing power for things that could simply be coded..

  • Clicking on the empty spots in a tilemap doesn't result in the object under the tilemap getting a click.

    This looks really interesting! I guess everything above the current layer is invisible, and everything below has it's scale and parallax altered depending on how deep it is. I don't imagine having any serious resource issues with less than half a dozen layers, but you will have to build it and find out. I look forward to your progress!

    Strange, for it does when I test it..

    The tilemap itself also registers the click, but that shouldn't be an issue..