oosyrag's Forum Posts

  • Is it in line with where it should be? Maybe it is travelling a frame before it gets rendered. Another thing I thought of was maybe it is starting out invisible (50%chance?) And gets revealed on the next tick.

  • The first thing that comes to mind is your image point being off for that animation/frame but you said you checked that already. Did you check the origin point for the bullet itself? Is that animated?

  • Else has to be the top condition in the event

    EDIT: Ok so you can't use else after a trigger.

    The workaround is to make a sub event after pressing c, check if window open, then the next event after that is else.

    On C Pressed
    |
    +- Check if Window exists - Make Window
    +- ELSE - Destroy Window
    [/code:1bkdn8fk]
  • For reference, that one is scroll to location, where x is 0 and y is layoutheight.

    Glad you got it working!

  • Whoops yes I made another very common beginner mistake. Actually I recommend not using wait - it is the cause of a lot of headaches. Add ELSE to the second event.

    I forgot about that. If you use else, you might not need a variable at all.

    On C pressed, if CharacterWindow does not exist - Create CharacterWindow

    ELSE On C pressed - Destroy CharacterWindow

  • Is your player being unpinned by another event? Do you have any other events adjusting your player position? Pin should work even if objects aren't touching.

  • Sorry, without being able to visualize the effect you are looking for, I don't even know where to start.

  • There should be several ways to do this, although the one that comes to mind first is one of R0J0's examples.

    Might take a bit to wrap your head around though.

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  • Use a variable - CharacterWindowVariable

    On keyboard C pressed       | Create CharacterWindow
    CharacterWindowVariable = 0 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    On keyboard C pressed       | Destroy CharacterWindow
    CharacterWindowVariable = 1 | Set CharacterWindowVariable = 1-CharacterWindowVariable
    
    [/code:3llldr76]
  • You can:

    1. Set points and life as global variable instead of instance variable (right click on event sheet - add global variable)

    2. Copy the player instance variables to the global variable when changing layouts, and copy them back at the beginning of next layout.

    2. Add Persist behavior to main character sprite. Not sure if this actually works, as it is meant for saving the object when you go to the previous layout.

  • Yes that should be the simpler behavior actually - right when they overlap, pin player to object (suggest adding Trigger Once as well).

    I made an example for someone else, for picking up an object. Not exactly what your situation, but you should be able to get the idea.

    https://www.dropbox.com/s/gf5pnjr3jcrwr ... .capx?dl=0

  • Have you tried following the multiplayer tutorials step by step to get a clear understanding of how the multiplayer object works?

    After that if you have a question about how a specific part of multiplayer does or doesn't work, ask again.

    Some things about your capx - for starters you don't have a button placed for you to run the event to connect to the signalling server. Your max peers is set to 0 so no one else can join your game after your host connects.

  • Try using collission or overlap conditions to specify which instance is being picked specifically, then pin the player to the object.

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