Maukka's Forum Posts

  • Would making another animation that's just the frame you want to change the speed of work? You could then switch to that and change the speed of that particular animation and then switch back to original.

    Scratch that, you can probably just use compare frame condition to check for when you want to slow or speed up the animation.

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  • I'd use pick nth instance with some variable to fade one and then add 1 to that variable and once fade in is done and you want another to do it call it again somehow.

    That is assuming that appearing roughly in the order created is fine.

  • You can invert a condition with i key so you can make character not overlapping with road condition.

    Example capx in case you need one for some reason.

    https://dl.dropboxusercontent.com/u/6026058/destroy_when_not_on_sprite2.capx

  • I sort of had/have a similar problem and ended up just asking the player to paste the json into a text box to load it. If someone knows a better way I'd also be happy to know.

  • Hmm, I'm not sure pick all does what you seem to expect it to do, I've always assumed it doesn't do that and used for each loops.

    But I'd seriously recommend using arrays they are a ton easier once you understand them.

    Here's an example of how your inventory could be done with an array.

    https://dl.dropboxusercontent.com/u/6026058/Top_down_rpg_with_array_inventory.capx?dl=1

  • If the player is jumping "over" the wall why would you need to disable anything? Sounds like you need to tweak your collision bounds in both the player and the walls, and maybe your jump power.

    What do you mean by jumping power? It's top-down and doing z coordinates doesn't seem worth it, so jumping is only changing a variable and an animation.

  • I'd like to disable players collision with only certain objects while flagged as jumping but disabling the players collisions lets player jump over anything and disabling collisions from walls does work for player but means I can't have anything else that could collide with it.

    So how do I make it so that the walls ignore player but not everything else?