ramones's Forum Posts

  • I don't think I explained it well. It doesn't matter if it's mouse/keyboard/button.

    In this example you'll agree that var will be 0 every tick regardless of whether it starts as 1 or 0:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/var1.png" border="0" />

    This is the same thing only when space is pressed:

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/var2.png" border="0" />

    var will always be 0 because if the first event makes it 1 then the second event will set it back to 0.

  • Event 2 basically cancels out event 1. If 'isBlue = 1' when you click on the button, you'd think only event 1 would run. But the way I think it works is, when you click, it checks and runs each mouse click event one at a time. So event 1 runs and sets isBlue to 0. And then event 2 is true so it runs and sets isBlue back to 1.

  • Here you go: BlueTester2.capx (r106)

  • Yeah Ajax.LastData is a string not a number. And you shouldn't have "" around Ajax.LastData.

  • Is this what you want Len? I modified Genki's capx: OverlapCap2.capx

  • http://www.scirra.com/forum/new_forum_topics.html

    ^^I hope this page doesn't disappear.

  • There are a couple of problems here:

    When one object spawns another of the same type, like

    Spr_Steady: Spawn Spr_Steady

    the original sprite remains picked and the newly created one isn't. So the next line:

    Spr_Steady: Set nColor to Spr_Brick.nColor

    is setting the nColor var of the old Spr_Steady, not the newly created one.

    The other problem is that the 'on created' trigger is called immediately when you create an object. So you have the action in Event 17:

    Spr_Steady: Spawn Spr_Steady on layer 0

    then all of Event 18 runs and then the next action in 17:

    Spr_Steady: Set nColor to Spr_Brick.nColor

    runs.

  • Set the platform deceleration to 0. Have a look at this example: http://www.scirra.com/forum/Scripted-jump_topic53705_post335971.html#335971

  • The condition you're looking for is 'System: Compare two values'. Put "distance (zelda.X, zelda.Y,zombie.X, zombie.Y)" as the first value and 100 as the second.

  • Hi thank you for help, but it did not help. It almost seems like there is some bug. I made a small example which shows the problem. Just run it and wait few seconds. You will see what I mean. The faster speed is, then more evident is the problem. And if I give walls solid behaviour it makes it act even weirder. Thank you

    https://dl.dropbox.com/u/97534866/problem.capx

    The problem here is that event 3 and 4 trigger for each sprite3 that collides with the wall. So if 2 collide at the same time they get reversed twice and end up going the same way. At the start when they move to the right, the one on the top row hits the wall first and they all reverse. When they move to the left, both sprites on the left have the same x value so they both hit the wall at the same time and reverse twice - they carry on through the wall.

  • The platform behavior has a 'set ignoring input' action that will disable the movement controls

  • It's working fine, you just won't see it in local preview.

    Here it is uploaded to dropbox: https://dl.dropbox.com/u/8367729/construct/demo/Goblin/index.html

  • You can do those kind of things by changing the platform behaviors values. Like setting the VectorY value for a double jump, setting VectorX for knockback or sprint. Or for sprint you could temporarily increase the platform acceleration and max speed.

  • Also there's a list of them under 'System' in the expressions window.

    <img src="https://dl.dropbox.com/u/8367729/construct/pics/expressions.png" border="0" />

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  • You'll have to disable the platform controls, lower the platform deceleration (so it doesn't stop mid air) and maybe increase the max speed temporarily while the player is flying through the air.