neutrinox's Forum Posts

  • Hi!

    I need my animations to not play in the beginning. Is the only way to make an event that stops the animation on start of layout? Or is there a setting somewhere, that I can tick so that the animations only start when commanded to?

  • Hi! Thanks for the replies! I tried switching to box2d asm but the problem persisted. Might be a logic error too, I'm making those all the time.

    The animation in which the spring contracts is not playing, unless you set the speed of the "backwardsTension"-animation to 60.

    Could this have something to do with dt?

    EDIT:

    I think it's a logic error, will troubleshoot some more on my own

  • Yes, this is one of those situations in which it would be nice to be able to write custom code.

  • Hi!

    I'm suddenly faced with a situation in which my sprite animations don't seem to play at all, unless I set the animation speed to exactly 60.

    My best guess is that this might be somehow related to using physics, since this is my first game using the Box2D web physics in Construct.

    Has anyone else faced a situation in which animations refuse to play unless set to a certain speed?

  • Ok, thanks for the quick reply!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm trying to create the following logic:

    If Touch is touching mySprite

    OR

    If Mouse Cursor is over mySprite

    AND

    If Mouse Left button is down

    --> doStuff

    My attempts so far lead to the "AND" part being replaced with "OR". In other words I get two "OR"s when I only want one "OR" and one "AND".

    Basically I'm asking if it's possible to have two different conditions launching an event so that the second condition checks two things?

  • Thank you very much, it works!

    Would it be correct to summarize that the key to using instance variables in this case was to deploy sub-events?

  • Hi!

    I'm trying to wrap my head around instance variables.

    I have ten instances of an object. Each of the instances have a unique instance variable. I would like to compare the value of the instance object overlapped by the player to a global variable.

    How do I capture "this", or in other words how can I set it up so that the instance variable being compared is the one being overlapped?

    Here's what I tried:

    player Is overlapping myInstance

    and myInstance.myInstanceVariable > globalVariable -->do stuff

    But nothing happened so I think I'm failing to compare the correct instance here. In javascript I would call it "this".

    In a nutshell:

    How can I compare the instance variable value of the instance currently overlapped by the player?

  • Hi!

    I just created a sprite strip and imported it to Construct 2, then made all the animations and their animation frames correct. Now I realize I need to fix some things in Photoshop. Is there a way to update the animation strip in Construct, without losing all the work? I tried to use the "reload files from disk" setting but that somehow changed my animation in a weird way..

    I guess my actual question is: how do I properly use the "reload files from disk" -function when I have created animations from an animation strip? What Windows folder should I save my updated file to?

  • Hi!

    I tried your example GeometriX and it works great! I have only one issue: When the screen starts scrolling (because of the scroll-to behavior) then the ball instantly drops. What could be the reason for that?

  • Hi!

    I get that Construct 2 doesn't know if we are restarting or going back to a layout. That's exactly why it would be so important to be able to tell construct to reset persist behaviors. That feature would make persistent behavior so much more useful.

  • shinkan

    Can you give me a example of a game in which persist behavior would be useful? Can this game get restarted after game over? Then what do you do with the persist behavior (if you cant reset it)?

    My point is this:

    If you can't reset persist behaviors, then it's useless for any game that need the option to be restarted (which is 100% of every video game I have ever played).

  • shinkan

    Yes but the whole purpose of persist behavior is to let you avoid manually placing items and characters in your layout when re-entering it.

    Now if you give your player the option to restart the game (which every game should of course do) then you still need manual placement of items and characters. So you can only really use persist behavior if you don't need to make restarting the game possible. I'm hoping for someone to prove me wrong!

  • shinkan Yes but doesn't that kind of defeat the purpose of persist behavior? It would be such an easy way to remember stuff, IF ONLY there was a way to reset it when needed. If you can't reset persist behavior, then how can you handle game over situations?

  • This would be a very important feature to have!

    I'm using persist behavior to remember collected items inside levels. The problem is, there doesn't seem to be any smart way of restarting the game so that everything resets. Having to manually place all the level items after a game over kind of defeats the purpose of the persist behavior.