Marotta's Forum Posts

  • 10 posts
  • Thanks calebbennetts but that only slows down the player in the fall. I was looking for forward and backward momentum. Currently what I setup is working great. If I find a better way Ill be sure to post it back here.

  • Ok so I figured this out. I created a variable on the player calling moving (default to false). Then in my normal movement event I added an action to set moving to true. I then added a new event for when idle animation is playing to set moving to false. Then in the SUBEvent I added a condition of is Moving from player.

  • Ok I see the fault in my was here. Once I jump or fall the idle animation is no longer player there for can enter the subevents. I will continue to brain storm this one.

  • Not 100% sure what you mean by level editor but I think what you are refering to is a tilemap?

    scirra.com/tutorials/1001/l%20...%20me-with-it

    The link is used for a platformer but you could use the same concept for a top down level creator.

    Scirra documentation on tilemaps - scirra.com/manual/172/tilemap

  • Why not take a screenshot of the level and make a black tiled sprite behind it and have that as your level select image? You could name each one the level variable that you need.

  • Hey All. What I am trying to do is during the players jump continue the forward momentum when the player is not using the left join stick. One thing I thought of that I figured would work is the following:

    Event - animations - Is animation "idle" NOT playing

    SUBEvent - player - Platform is jumping

    -or-

    SUBEvent - player - Platform is falling

    SubSubEvent - player is NOT mirrored - simulate platform pressing Right

    SubSubEvent - player is mirrored - simulate platform pressing Left

    This however does not seem to do what I want, which is only apply the simulation when the player was running. As a side note (is Moving) does not work as it seems jumping/falling triggers that.

    So with this result if I jump while standing still the player then moves to the left or right depending on which way I am facing when instead should just jump straight up as normal.

    Any thoughts on how to do this? I would think the not for idle animation would keep if from entering the subevents but that does not seem to be the case.

  • I found the issue! I was on a very old version of Chrome. I just updated it and it now shows correctly for me...very strange.

    Thanks again for reviewing my post guys.

  • For me the text box does not show at the start until I get the first coin. I am not at my pc with construct on it but maybe a browser/version issue?

    I'm using the latest construct 2, and using chrome (not sure version)

    Thanks for responding and taking a look =)

  • dropbox.com

    /s/e2lswhj950jp74u/textboxtest.capx

    had to break up the link...low rep =(

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  • Hey everyone,

    I'm newer to the Construct realm and started working on my first game. So far everything is working out just nice but I think there maybe an issue with the text box displaying things from the start of layout.

    I setup a very simple example to test and it also did not work there. I must be missing something.

    created a global var of Coins=0

    setup the player and coin sprite

    setup the collision of player to coin add value 1 to Coins

    added a text box and every tick set text to Coins & " Coins"

    From the guides that is pretty much it but on the start of the layout no text shows in the box. When I grab a coin the text then shows and stays showing until the layout is reloaded.

    I tried to mess with is visible stuff but can't seem to figure it out.

  • 10 posts