MindBeams's Forum Posts

  • The problem you are seeing is that you've used a tap gesture which isn't always simulated well with a mouse click so sometimes it doesn't work.

    Ah, I wasn't aware of that. I will add a mouse click itself as a condition and see if I reach the behavior I expect.

  • This is kind of a complicated question.

    My project involves the player standing on the bottom of the screen. There are two platforms above, one to the left and one to the right. Depending on what direction you indicate, the platforms move to simulate jumping up to them. For example, if you choose to jump right, the right-upper platform will move itself under your feet, and the left-upper platform will move offscreen and be destroyed. Meanwhile, other platforms move from above into the proper place to replace the platforms that moved downward.

    The intended behavior is that the arrows to select which direction you'll jump will disappear upon being pressed, and then will reappear when the platforms have been reset and put in place for the next jump.

    However, the arrows in my project are appearing a split-second before the jump is able to be repeated. Even though the events related to moving the platforms are triggered only by pressing the arrows, for a brief period they are visible but do nothing when pressed. If you wait a bit, the arrows function correctly and trigger platform movement.

    I cannot figure out why the player's ability to jump is delayed for a bit after everything seems to be ready. Moreover, even after testing some things, I'm unsure of where the problem lies, exactly. The tweening of the platforms? The visibility of the arrows? The order of events on the event sheet?

    The project file is linked above, and I would very much appreciate anyone who has guidance on this.

  • Try here. It seems free to download and makes no mention of a license requirement.

  • Are you asking how to turn off the adblocker you're using?

  • Have you tried using a function and calling it for each object?

  • I was doing some research on Google admob recently, and got the impression that you can't actually add the ads until the app is published onto a storefront. That seems really backwards to me, so somebody who knows better is free to chime in.

  • No problem! Some other tips that may help you down the road:

    Sub-events can help when the behavior you're looking for gets more complex.

    Blocks of conditions can be changed from "and" to "or."

    You can create categories/groups and comments in the event sheet for much better organization. It really helps productivity when there's not a giant page open the whole time.

  • Try the condition "cursor is over object" with the mouse and set the variable from there.

  • In the event conditions, try adding another condition like "Number of tickets is greater than zero." Then when the number of tickets reaches zero, the actions won't run.

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  • Have you already learned the basics yet?

  • I have a boolean variable that I'm trying to switch depending on its status when you press a button. However, using this setup it only switches one-way and will not switch a second time. Am I misunderstanding sub-events on a fundamental level with this?

    The project can be found here; the relevant event sheet/layout is "Options".

    EDIT: I think this thread might have the answer. Will test...

    EDIT 2: Yep, that was it. In case someone else ever runs into this problem:

    I didn't have an "else" block between the two sub-events, so the top sub-event changed the variable to false, and then the second sub-event immediately changed it back to true.

  • I'm guessing it's not intended for you to have a copy of the spritesheet in there like that? Either way, that worked. As I thought, a simple solution that I just failed to see.

    For anyone in the future: The icons in the editor don't change until you reload Construct.

    Thank you!

  • This seems like a simple thing to do, but I can't figure it out. When I create a sprite and upload the spritesheet, the full spritesheet is what gets shown in the editor/menus rather than the proper frame. This makes is very difficult to place the sprite where I want it. This does not happen consistently, and I don't know why. Is there a way to make the editor display the proper frame/animation of the sprite?

  • I have a couple suggestions of what you could try:

    First, maybe replace Ball2 in event 29 with just a regular ball, and make the ballonscreen variable go up when a ball spawns. Next, instead of the is onscreen/trigger once stuff, just test for when a ball is destroyed and decrease ballonscreen by one each time.

  • I see that ballonscreen never goes above 2, even when there are three balls on the screen. Perhaps that leads to the issue.