ome6a1717's Forum Posts

  • I'm wondering if anyone has figured out how to use the platform behavior to jump to a specific position or sprite with a different starting position each time. (ie. if an enemy is chasing you and it jumps back to it's original location to start a new attack)

  • Ah there it is - thanks, Ashley!

  • Interesting - I actually realized it was NOT set to the platform object, but the sprite that was pinned to the platform object. I added an image point (same position) on the platform object and changed the code, and now it works.

    Any idea why it didn't work with a pinned sprite?

  • I'm trying to set a sprite's position to a specific image point of another sprite that has the platform behavior. However, when I move the character (2nd sprite), the positioned object lags behind. Is this fixable or by design?

  • Instead of using key presses for the event, try using the platform mechanic.

    Make a condition "IF Character is Moving & IF Character is On Floor", play running animation - ELSE, play idle animation. And then on key presses you can set whether or not you want to mirror the image for the left/right direction. Hope this helps.

  • This seems brilliant, but I'm confused as to why it only works when using a function as opposed to putting the function actions in the Else condition.

    *EDIT* Nevermind - I got it :) Thanks!

  • I was wondering if anyone had some "programming no-nos" for Construct 2. I'm starting to use a lot of "every 0.1 seconds, add 1 to instance varible; if instance variable = 10, run this event/trigger once" and while it's working fine, I'm worried once I add more and more to the game, the performance will start to take a huge hit.

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  • Well, I think it's the fact that you cannot select which file type is to be played, so it automatically chooses mp3.

  • *UPDATE*

    Okay I actually figured out a great way to do this. For those interested, this creates a SEAMLESS loop for your track. It does, however, take a little bit of finagling (hence the keyboard command).

    <img src="https://dl.dropboxusercontent.com/u/28104568/Mp3s.PNG" border="0" />

  • Hm.. Okay, well I have an idea that I'm having trouble implementing. Since you cannot use Waves, I'm separating my tracks into 2 parts (part 1, and part 2). I'm then trying to set the following condtion:

    IF Audio.Duration("Part 1") = 41 seconds

    PLAY Part 2

    No matter what I put receiving value at (even 1), it doesn't play. Can anyone think of another way to do this that will product the same exact result everytime?

  • As I currently understand, there is no way to use a wav file in Construct 2. Is this a feature that could possibly be implemented in the future (mainly if you're using node-webkit for you game)?

    I ask this because music files don't really loop properly when using ogg, mp3, or any other format (other than aif) due to the track data - it creates a small yet noticeable gap between the loop.

    Just curious.

  • BluePhaze No problem. Actually - you're right. However, I believe a "boolean = true/false" condition checks every tick regardless (I tried moved everything up and nothing changed).

  • BluePhaze Sure - here's what I came up with.

    <img src="https://dl.dropboxusercontent.com/u/28104568/AirDash2.PNG" border="0" />

    The only thing this does not do (which I'm currently working on) is after an air dash, it doesn't push the player a little in the direction you dashed it (it kind of just stops the dash and drops you vertically)

    I know it's something with Vector's, but I don't understand them.

    Hope this helps!

  • Sorry to revive such an old thread, but I think actually figured out a small workaround for this in the meantime. I've only tested it 10-15 times, but this never crashed for me, at least (Windows 7).

    Before your "Browser: Close" line, add a "Browser: Cancel Fullscreen". Again, not sure this will work for everyone.

  • I knew all I'd have to do was post it to figure it out :).

    For those who were curious, instead of ignoring platform, I just set gravity to 0. With a couple other small "on collision with FloorOb" adjustments, I got it working perfectly.