LittleStain's Forum Posts

  • If it's not set to 0 the animation will just start playing from frame 3 to the end, unless its on loop, then it will play endlessly..

    I'm not sure what you are trying to achieve, so I don't know if it should be..

  • should work..

    Is your animation set to speed 0?

  • You could just do it like this, without the every tick:

    (For multiple enemies just add a system for each enemy condition)

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  • Drag and drop behaviour limited to horizontal axis should work..

  • With savegame and webstorage you can save all the changes you want.

    Loading the CSV (If you decide on that) should therefor only be necessary the first time you play..

    Load the savegame and set a variable to check before loading the CSV..

  • Are you using the standard textobject?

    If so, does the font you are using in the text object have those characters?

    Could changing to the spritefont-object help?

    There's also things like:

    online utf8 to ascii translator

  • You could use the pin behaviour to pin them together..

  • Something like this would work:

    give the sprite 8 direction behaviour set to 4 directions

    give the sprite an instance variable Direction

    Sprite if variable direction = 1 - simulate pushing right

    Sprite if variable direction = 2 - simulate pushing down

    Sprite if variable direction = 3 - simulate pushing left

    Sprite if variable direction = 4 - simulate pushing up

    sprite compare x = more than 400 <-- (or whatever number you want)

    sprite if variable = 1 - sprite set variable to 2

    sprite compare y = more than 400

    sprite if variable = 2 - sprite set variable to 3

    sprite compare x = less than 100

    sprite if variable = 3 - sprite set variable to 4

    sprite compare y = less than 100

    sprite if variable = 4 - sprite set variable to 1

  • Without a capx it's nearly impossible to see, where you have issues with your events..

    Anyway possible to recreate the issue in a capx you can share?

    Probably has to do with when creating objects they are created on top of the layer..

    But could be messed up global variables as well..

  • [attachment=0:2k0bxxjv][/attachment:2k0bxxjv]

    These are three of your events (I've put them close together, but they are still in the order they are in the event sheet)

    if up and right are both down, all of these conditions are true and so all actions will be executed.

    Construct reads from top to bottom

    so first it sets animation up up from the beginning

    then it sets animation forward from beginning

    then it sets up up from the beginning

    it does this every tick, and because different animations are called

    the animation will every tick be restarted from the first frame and as such seem not to run at all

    The trick is to add conditions, so only one of these events is true when both keys are down.

    adding inverted statements does the trick most of the time, although it's not the prettiest method

    In this case you only have to add an up-key is not down condition (right-click invert "up key is down"-condition)to your right key is down event, for both other events have the same action attached.

  • This might be more of your liking..

    Just added a light-distance circle to the original soft-penumbruns example

  • How should the plugin shadow know the pixel it is overlapping is darker than the pixel next to it while the shadow is overlapping?

    Should the program calculate every pixel next to the shadowcaster to determine if shadowcasters pixels should be visible or of lower opacity?

    Only way I see to do what you'd like (and no it's not perfect) is to have all the shadows (including those of the background) on one layer and have that layer set to the opacity required..

  • If you changed it to four directions in the properties it should work..

    To prevent the rotaion set it to either 90 degree intervals or off..

  • Something like this?

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