Metathronos's Forum Posts

  • oosyrag i was thinking about it, mostly because of this issue and also particles not bouncing

  • i tried it, what that does actually is change the direction in which the particles are emitted. but the sprite used for the particle keeps facing the same direction

  • in the same way that you can mirror a sprite?

  • Used the boolean option, it works like magic. Thank you so much

  • oosyrag

    I set it up and it works great but i need the player to be able to go to a different layout on overlap, but in some cases on key press. kind of like in zelda : adventure of link where you can exit an area by walking all the way to the left or right and at the same time you can enter a house by pressing a button. How could i achieve that? I'm thinking i'd need an instance variable for the door and then use it as a condition to decide whether the player goes to the layout on overlap or on keypress.

  • I just switched my player object to Global and the resulting mess has been hard to clean up. your solution is very elegant compared to the chaos i had , i'll try to set it up using your example

  • faulknermano so... do i create a layout that serves as a container for all objects?

    And then:

    in the case of the global objects, in the rest of the layouts where they are needed i just place them in the needed position through the event sheet?

    in the case of other objects i still need to create them through the event sheet ?

    I am just wondering what is the most efficient way of handling the objects. Is putting them all in the same layout a better practice? for instance, making the player object and the tilesets global so the event sheet from that unused layout can define all the collisions and behaviors between player sprites and tiles so they can then be recycled in every other layout?

    oosyrag i'll give that a shot.

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  • Oh man, that's a lot to process.

    I have a bunch of question but i will get them all together after re reading what you wrote, but the one that is bothering me right now is this:

    A global object exists through all the layouts, but it has to be created initially, what happens when you return to the layout of creation? does it duplicate? and if so how can you avoid duplication?

  • which is the best way to travel from layout to layout while remembering the point of entrance/exit?

    i managed to achieve this using global variables and a messy set of events but today i discovered there's a persist behavior. I already can see the uses i could have for that behavior but when talking specifically about the player object, (a character that has to travel back and forth from layout to layout), which is better?

    When the character goes into a house, and then goes back outside, it has to spawn in front of the door andnot at the start of the level, but it also needs to remember all of the possible pickups inside of the house as well as the possible pickups BEFORE entering the house. i haven't gotten that far but i feel like theoretically, when i go back to the outside, the persist behavior wont keep the info of what was picked up inside the house , and will do so ONLY if i go back in the house. Is that correct or how does it work?

  • you rock man

  • i must be doing something wrong, right now the conditions are:

    On E pressed

    X is PickedUp

    player sprite is overlapping the objects sprite

    |

    |

    |________>object>pick nearest to (player sprite.x, player sprite.y)---> and then the actions among which is toggle PickedUp

    it keeps picking up objects even if it's carrying one already.

  • NIce, first part is working flawlessly, does the variable need to be used as a conditional to pick the object? if variable=false pick up object? > change variable to true?

  • I am doing something similar to when in the zelda series Link has to carry a chicken and release it in a certain area. i have everything set and working, basically, when the player sprite overlaps the object and presses a key, the object gets pinned to the player until a key is pressed and the object is released.

    the only problem is that if i happen to be overlapping two instances of the same object it picks up both, i need it to be so a player can only carry one object at a time

    Thanks in advance

  • that sounds like it will do. I'll give that a shot, thanks for the patience.