Megabeard's Forum Posts

  • As the title says, I'm trying to spawn the player in different spots. What I mean by this is that the player starts out at the beginning of the level normally, but in my game, there are secret areas. Once they leave the secret area, I would like them to spawn near the end of the level instead of at the beginning. Think Mario and the pipelines.

    But so far, I'm completely baffled on how to do this. Because spawning the character at the beginning of the level is done by placing the sprite there, but I can't think of any way to change that specifically for when the player leaves the secret area that actually works.

    Any idea on how to do this?

  • You're right. Could have sworn it was a bug too, but as usual, I'm wrong about CC stuff.

    Thanks to everyone for the help!

  • That fixed the problem like you said. If centering the sprite is the work around for the bug, I can live with that, no big deal.

    Thanks for all your help!

  • Ah, you're right.

    I tested in one of the older versions of construct and I'm still getting the same problem somehow. So it looks like I was wrong about it being in the new release.

    I can't imagine something like this going unnoticed though. Does image point work okay for everyone else when mirroring?

    Edit: Also just tried using hot spot instead of image point, and the result is the same...

    Edit 2: construct.net/en

    I found another thread with the same problem. Doesn't look like it was solved though. <img src="smileys/smiley11.gif" border="0" align="middle" />

  • Here is an example of the problem I was having:

    dl.dropbox.com/u/42313097/Problem.cap

    Press space to spawn the projectile, and when mirroring, you'll see that it come sout slightly lower even though it should have the same image point.

    I suspect this is a bug, though I could also just be missing something.

  • I took your advice and decided to make a simple cap trying to do what I want to happen in the main game. The problem still remains, but I did find something interesting.

    I originally thought that because my sprite was getting mirrored, the image point was as well, but I was wrong about that. As a test, I set the image point to the top right corner. Now, if the image point was being mirrored, the projectile would come out on the bottom left.

    But instead, the projectile continues to come out slightly lower on the mirrored side. I'm thinking this is a bug with the newest version of construct classic. Or I'm just missing something here. At any rate, here's the cap to show what I mean:

    dl.dropbox.com/u/42313097/Problem.cap

    Tap space to spawn the projectile... it doesn't move just so we can see the difference in where it comes out when it's mirrored.

  • That worked! Took you minutes to figure out a problem I couldn't solve in hours. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks for the help!

  • dl.dropbox.com/u/42313097/Boss%20Man%20V77.cap

    The problem I'm having is in the event sheet for the first level.

  • I can post the cap if anyone thinks that'll help. Like I said, I'm at a stage where I'd prefer not to in my game, but I'm dying to get this fixed and nothing seems to work. :/

  • So is nobody sure how to fix this? I may have to insert seperate sprites instead of mirroring it through construct, because I suspect that's what's causing this.

  • Yeah, I just double checked now to be sure, and for some reason, no matter what my character is doing (Be it jumping or running etc.), when facing left, the projectile always comes out slightly lower than on the right. Very strange...

  • Thanks for the response R0J0hound.

    When I add "Play current animation", the elevator plays the open animation, but now instead of skipping an animation it just stops there and seems to ignore the other events.

  • At the end of my level, in my platformer, I was hoping the player could approach an elevator, and hit the spacebar, prompting an animation that would show the elevator opening, the character getting in, then the elevator closing to finish things up.

    But I've had major problems trying to make this work. It all goes well up until the end of the animation where the elevator has opened. From there, it just ignores the part about closing and where the character is supposed to look like he has gone in. It just goes straight back to the "Idle" animation I had set up where the doors are closed.

    I figured the problem had to be my "Animation Finished" event, which sets it up so that once the "Elevator open" animation finishes playing, it'll go to a completely different group and specify events for closing the elevator door and having the effect of the character going inside of it.

    Now as I said, this part of what I was hoping to do always gets ignored for some reason. But I know it's not the group which isn't working, because within that group I still specified the closing out of the level, which still works. It's just that certain parts, the closing and the character hopping in are completely omitted somehow.

    I'm at a stage in my project where I'd rather not post a .cap of this, but I will post a screen cap... hope that helps.

    <img src="http://i40.tinypic.com/241tp47.png" border="0" />

    Note: The 6th event has nothing to do with my issue, it's just inconveniently placed. <img src="smileys/smiley36.gif" border="0" align="middle" />

    A couple of other things I should bring up:

    • I unchecked loop in the animations for the elevator on all of them.
    • I have an "Idle" animation for the elevator since without any behaviors for it, I couldn't think of any other way to keep it looking like a closed elevator until the other events came up. I'm still not sure if that's an issue or not. <img src="smileys/smiley5.gif" border="0" align="middle" />   
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  • I must have screwed at some point in my events then, since I unchecked loop. Oh well, back to the help section I guess. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Is anyone else having problems with their "Animation Finished" event? No matter what I do, the system pretty much ignores it when I try using it. Spent hours trying to figure it out to no avail.