mrsocial99mfine's Forum Posts

  • 6 posts
  • Try setting the player's Y Vector to, say, -500 but then make sure that your player's MaxSpeed is >= 500 (even if temporarily during that moment).

    See if this gives you what you need.

    Example:

  • It looks like when the highlighted line runs, the ground shifts right?

    When this happens, you'll find that if the treasureFlower is on the floor then it will shift along with the the ground tiles. However, if treasureFlower isn't on the floor (i.e., it is in the air being knocked back) then it will stay where it's at while the ground shifts to x=0.

    One way to solve this would be to remove the Solid behavior from the current TiledBackground and then add another sprite to act like the real ground and make it

    • Invisible
    • Stationary and
    • Have the Solid behavior

    I've went ahead and did this already bit.ly/1eW6qwf but you'll have to decide whether this works for the rest of your game.

  • gumshoe2029 it's not work to add solid

    After adding the solid behavior to the ground tiles, try setting Bounce off solids to Yes on the treasureFlower. Still, I don't think this gives the expected result.

    It looks like this might be a job better handled by the Platform behavior instead of the Bullet one. I'll post a modified .capx shortly.

    EDIT:

    Updated .capx: bit.ly/1BOJlWg

    (Looks like I can't properly post URLs yet)

  • If I'm not mistaken, it sounds like you want the background to be continuous as you scroll downward. If this is the case then I'd start by making sure that the background image/sprite has the same height as the layout.

    If this is not what you want, please give us some more details. If possible, some screenshots of the layout would be nice too.

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  • Makes absolute sense. Thanks for the quick & detailed response. I had done a lot of testing to the point where the only explanation would be that there is some sort of internal list, like you said, that only gets updated after the top level event returns. This confirms everything.

    I can see how having it work this way is more efficient but I'm left wondering if it's not entirely impossible to have a command to manually update the list (when needed), something along the lines of

    System.SpriteList.Update()[/code:3507rvg4]
    Oh well... can't have everything. 
    
    Time to hack a workaround.
  • Hello everyone. Long time lurker, first time posting.

    I've run into an issue where, in a sub-event, I'm not able to Pick an instance that was just created in the parent event's action block.

    Code

    The code on line 2 just does not seem to want to pick the newly created S1 instance.

    Result

    (only the already-present sprite becomes 50% opaque)

    Expected

    (both sprites should be 50% opaque)

    Could this be a limitation of some sort? I've spent hours searching the manual and the forum for more info on "Create Object" and "Pick" but I haven't had any luck with anything that is related to this particular issue.

    Related .capx: bit.ly/1STJY56

    Any pointers or suggestions would be appreciated.

    Thank you.

  • 6 posts