Nimtrix's Forum Posts

  • I just tested, if you do it like ramones said it works. It selects only the top sprite of the sprites clicked.

  • How about if you add a counter that registers how many objects are clicked, and only do the "Pick top" action if there's more than 1?

  • Yeah, none of these solutions will work since it will collide with two different instances anyway and therefore register two collisions.

    You can either prevent lines from being created too close to each other, or you can create a delay like discussed above. That's the best I can come up with though.

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  • It's at the bottom of the sprite/family's action list, under "Z order".

  • Sure, store the UID's in an array instead of a variable: PickMultipleTargets.capx (r99)

  • I made some changes, but it's not perfect. It only does the diagonal idle animations when you release both keys at the same time. Might have to make a delay of some kind to solve this issue, but I need a break right now.

    Other than that, I think I covered everything:

    lodoseGame.capx (r99)

    By the way, you can use the same trick I used for the idle animations for the running and walking, just name them run1, run2 etc.. This way you only need one set of events checking direction.

  • blackhornet

    I agree it should be a feature, but comparing opacity works fine. I mean, that's probably what the condition does anyway.

    Quick .capx: FadeInOpacity.capx (r99)

  • Ok, so I couldn't leave it alone. I made an example of pushing and pulling objects with 8-dir behaviour, and as I thought it's a LOT more reliable than pinning.

    TopDown_PushPull.capx (r99)

    You can have a go at implementing it yourself. Give me a shout if you encounter any problems.

  • Hmm, the shadows seem to jitter a bit sometimes, and the walls on those holes with water in the ground. I'm not sure how to fix that though.

    You can post questions in this thread or send me a PM if you want, but I can't answer all the time, so I don't do instant messaging. I'll answer any questions I can when I have time though.

  • Ah well, thought I should mention it in case you hadn't tried. <img src="smileys/smiley1.gif" border="0" align="middle" /> Might be a bug, I don't know.

  • Heh, yea. It worked if you right-clicked and chose "Save-As" though.

    I had a look and it seems fine in my browsers, both chrome and firefox. I don't see any lag or jittering.

  • Did you try updating your video card drivers?

  • Any chance you could upload your .capx to a filehost like dropbox? This isn't really enough information to find the problem.

  • Check out this thread from a few days ago, I think it's the same issue:

    Thread Link

    I don't think you can delete from the arcade, but you can ask Tom to do it for you.

  • 1) Booleans are variables that can be either true or false. I made two instance booleans in the player object to keep track of whether or not the player is crouching or shooting.

    As you know, the platform behaviour keeps track of jumping, moving and falling. By adding these booleans you can do additional checks to make sure the character is not crouching or shooting when you want to apply the other animations (standing, jumping etc..)

    2) I'm not sure what you mean exactly. The gun's image point is at the tip of gun, the origin of the effect is then put to the left so that it spawns with the back part right where the gun image point is.

    3) I used the "Spawn another object" action on the "PlayerImages" sprite. This allows you to create an object at another sprites image point. Since we have image points at the gun we want the "PlayerImages" object to spawn an effect at image point 1. You can also select which layer, but we only had one.