LudvigMarten's Forum Posts

  • YES, it worked! Thank you so very much!

  • As the title tells I'm having problems using the "For Each" System Function.

    I'm making a turret (turretBase) and the barrel to the turret (turretGun). I tried the "For Each" function:

    For each "turretBase" --> system create object "turretGun" at layer enemy1 and at ImagePoint turret.ImagePointX("Gun")... and the same for X.

    But however this doesn't seem to work, I even tried throwing in a "Trigger Once"!

    If you could help it would be much appreicated and thanks in before-hand!

  • Hello there!

    I've completly lost my imagination for some reason and can't think of any project to work on. My holiday week has only been spent on many different games and when i create them it feels like i'm wasting time i could have spent on more important things. All i need is some motivation to start creating again, complex games or simple games.

    Leave a comment below or just send me a pm.

  • Hello everyone!

    My name is Ludvig and I come from Sweden. I'm 15 years old and will be 16 the 18 of March 2016.

    Making games has always been something I've been trying to do, and finally with Construct 2 - I can do that! My day pretty much revolves around - sleep - eat - school - creating games. After about one year of game devoloping I can finally see some results with my games, the latest being Zhokar!

    Have a nice day and I'll see you around!

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  • How do I make an interact sprite text visible/invisible while overlapping an interactable object?

    I know how to do it for a single object:

    Player is overlapping another object - object --> interactSprite set visible

    Player is [not] overlapping another object - object --> interactSprite set invisible

    The trouble is that i need this for loads of other objects as well. I tried the "make 'or' block", but it doesn't seem to work! There are a few workarounds but that takes more time and proccesing power.

    Thanks for the help in before-hand!

  • Being able to use families would be really useful here, then you could just add all the objects that would need sorting to a family and use a single event or pair of events.

    I'm not really sure what would be a good way to approach it without that. I'm just coming up with terribly tedious solutions, like storing the objects grouped by y position and updating the sorting on players vertical movement.

    I think moving the player rather than the object could yield better results because you could avoid props potentially snapping through each other. but that's a minor sidenote

    Thanks! Forgot about the 'Family' function. Going to try it out!

  • Picture of the game:

    imgur.com/QjjKKbw

    So I'm currently creating a top-down game, sort of. Have a look at the image I linked. I've figured out a way to make the player be on top of an object;

    obj.Y < player.Y --> obj move to bottom of layer

    obj.Y > player.Y --> obj move to top of layer

    (I have the player and the objects on the same layer).

    However, this requires incredibly many events because it has to be made for every single object + if i have an enemy (or anything else moving around for that matter) i have to do it all over again!

    I hope that someone has a solution to this because I can't figure it out myself. Thanks in before-hand! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy" />

  • I'm going to make the shorthand for "player is pressing" to the term "Input"

    When keydown = Up | play "left" animation

    and keydown = left |

    you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements

    for example

    when keydown = up | play animation up

    and keydown is not = to left |

    you can achieve the "not equal to" by right clicking the event and selecting "invert"

    Hopefully that helps

    It worked! Thank you so much!

  • I'm going to make the shorthand for "player is pressing" to the term "Input"

    When keydown = Up | play "left" animation

    and keydown = left |

    you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements

    for example

    when keydown = up | play animation up

    and keydown is not = to left |

    you can achieve the "not equal to" by right clicking the event and selecting "invert"

    Hopefully that helps

    Okay! I'll try it out now, thank you very much for the help

  • I have a working example with a capx if you want, I could upload it.

    Yeah a capx would be nice!

  • Hey!

    I'm trying to figure out a way to get my player have 4 different walk animations with the 8Direction behavior. When the player moves up - he playes the up animation, left; the left animation, right; the right animation and down; the down animation...

    However when he both moves left & down i want the player to play the left animation, but it doesn't work for whatever reason the animation stands still. I want this for all the other animations for the different movements as well; up & right, up & left, down & right as well.

    Hopefully you understood because i can't for the life of me figure this out.

    Thanks in before-hand!

  • > Now, before you dive in the comments and tell me to use "include event sheet" - i know. The annoying thing to do when creating a new level is to create all the new layers and place the objects on the correct layers!

    >

    > Anyone have an solution or just an alternate solution?

    >

    > Thanks for your help /Ludvig

    >

    Is it a Layout by Layout Level ?

    If Yes. You can duplicate the previous Level Layout so that you don't have to remake the layers and the objects positions in the next Level.

    Directions

    Go to Projects Bar --> Right Click Mouse --> Select Duplicate --> And it will duplicate the previous layout.

    Hope that helps XD

    Holy shit thank you! That makes my life so much easier

  • Now, before you dive in the comments and tell me to use "include event sheet" - i know. The annoying thing to do when creating a new level is to create all the new layers and place the objects on the correct layers!

    Anyone have an solution or just an alternate solution?

    Thanks for your help /Ludvig