LittleStain's Forum Posts

  • Ok..

    Cant make an example capx right now, but it should work something like that..

    For each isn't nescessary and in this case might work against you..

    weight is overlapping pressureplate

    pick door by comparison door.uid = pressureplate.variable

    • door open

    weight is not overlapping pressureplate

    pick door by comparison door.uid = pressureplate.variable

    • door close

    this way only the referenced instances will respond..

  • I don't see why you use for each here?

    Wouldn't this work?

    weight is overlapping pressure plate

    --pick door where door.uid is pressureplate.variable

    door open

    -- else

    door close

  • I would do it this way

    Easy keyboard setup

  • > Isn't this exactly what I was talking about?

    >

    Mmm, with respect, no I don't think so

    I'm not going to say you are wrong, because I have heard that would be very impolite..

    You might want to admit it yourself, though..

    It would be the respectful thing to do..

  • You dont need for each here..

    Just check the distanceX variable on the familymember and trigger once..

    Events work by filtering specific instances that meet some conditions. The actions then run for those instances only.

  • Hello,

    I have been working on my game for a few days now and have gotten pretty far thanks to all the tutorials/samples. but I am stuck!!

    Platform movement

    -Have player with platform movement

    -instance variable - "move" (set to true)

    1.On right arrow down & player is "move- simulate platform pressing right

    2.On collision - set move to false.

    Shouldn't this stop event 1 from occurring? One of the conditions is false but it still lets me move right.

    Did you remember to set "use default controls" to no?

  • I find it very strange that something wouldn't fit on the screen when using scale outer, because that mode was made to scale in a way that everything in the original window is on screen..

    If you use crop instead of any of the other scaling modes and scale it yourself it's pretty easy to do..

    At least I've never had issues..

  • > Be sure to Troubleshoot your preview server.

    > Also in your other topic you mention JavaScript errors (possibly due to some third-part addon) and the messages ends by "Subsequent failures will be logged to the console".

    > As such be sure to check your browser for said errors, this will give you further clues as to what is going wrong.

    >

    > Or at least that should be informations you add to this topic.

    >

    I have the configurations set to chrome. I have chrome i have aleways been able to run my project whit it. I have tried other browsers but the same problem appear.

    I have always gotten one error message when i have previewed my game and it ha still worked. But now i get a second error message that i described in my other thread and i assume that error message indicates that i can't preview the project. I don't know what problem it could be whit my browser or any third party plugin error. My project takes up alot of memory. 513 MB to be exact. When i first couldn't preview my project it took up 597 MB. So i assumed that the project taking up too much memory could be the reason so i did all i could to lower the file size. When my project took up 513 MB before so could i run my project. So if space is the issue i don't get why it doesn't work now. How much space can a construct file take up and still work? Is there a way to lower your file size by alot? This is all information i can give. If this doesn't solve it so do i share the capx.

    The file-size isn't that important, but seeing that size I'm guessing you are using a lot of image memory..

    Could you lower the amount of images and/or the size of them?

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  • You might want to try the anchor behaviour on a layer with 0,0 paralax to keep things in place..

  • Just guessing but the action to set position to player 2 should probably be before the pasting..

    By the way, there is absolutely no reason to add subevents here, because they have no extra conditions..

  • Why is the animation not working when pushing up-arrow?

    • Because pushing the up arrow makes the player jump and when jumping you want the jump animation to play, so the program is told to play two animations at the same time, which is impossible..

    Why is the animation playing when not moving?

    • Because your event states to play the animation while overlapping and that condition is true..

    First thing you should probably do is remove the default controls from you behaviour and add your own in events..

    Also you seem to not understand the difference between triggered events and normal events..

    Adding a "system every tick" condition to a triggered event is useless..

    Your event 23 only changes the angle "on collision" so when no collision is registered the player angle will not change to platform angle..

  • Hi,

    Thanks for the reply

    im sorry for the delay but here is the screenshot and the array:

    The JSON array is:

    [{"nombre":"test"},{"nombre":"Oscar"},{"nombre":"Oscar"},{"nombre":"test"},{"nombre":"test"},{"nombre":"oscar"},{"nombre":"Oscar"}][/code:3htc8ftb]> 
    and the code:
    [img="http://s12.postimg.org/xdfzouu7x/Sin_t_tulo.png"]
    can you help me plz?
    
    Thanks in advance.
    

    Why not use the way in the capx example by Kyatric ?

    So instead of for each array, use :Array for each x element

  • but i dont using.

    Maybe you could explain more then?

    In what way are you moving your character?

    You are talking about y-movement (falling)

    You can get the difference in Y by getting the oldY and the newY every tick if you'd need to..

  • If you are using one of the movement behaviours, there should be an expression to get it..

    You can find those expressions in the manual..

  • Ok I resolved the issue. This code works and seems to indicate a C2 bug...

    Compare to code in OP to see where the bug is. The 2nd level pick by FamCard in the OR condition is picking instances outside of the 1st level pick. This should not happen.

    Isn't this exactly what I was talking about?

    "System compare two values" doesn't pick..

    In these "new" events you aren't referencing any familycards in the "system compare" condition..

    In the OP, you had the frame compare of the familycard in a system compare..