sgn15's Forum Posts

  • Why does that doesn't work? I know I need different buttons for pausing and unpausing when there are NO VARIABLES involved. But I already included a global variable there.

    I also tried separating the variables' cause and effect by making 2 more events like this:

    +On Return pressed

    +GameIsPaused = 0

    ->Set GameIsPaused to 1

    +GameIsPaused = 1

    -> Set Time Scale to 0

    +On Return pressed

    +GameIsPaused = 1

    ->Set GameIsPaused to 0

    +GameIsPaused = 0

    -> Set Time Scale to 1

    but it still doesn't work.

    I really need to use only 1 button (Enter) for pause and unpause in my game.

    help please?

  • any ideas?

  • it's an enemy juggling 4 balls at the same time. How to code the movement of the balls?

    Note: there are supposed to be multiple instances of the juggler enemy.

  • I want to use the same event sheet for all playable layouts and I want to be able to go to and between layouts.

    Is there a way I can assign a value to a variable per layout? for boolean, text-type and number-type variables.

    Number-type variables can be used like an index

    level 1 layout - variable = 1

    level 2 layout - variable = 2

    and so on.

    same idea for text and boolean variables.

    Is this possible?

    or if not, is there a way to use a condition that means "if in (SPECIFIC) layout" ?

  • So the rope swings back and forth like a pendulum. The image points are in the ends (marked with X). I want the monkey's hand (marked with X) to be pinned to the ends of the rope as the rope animates (swings).

    I need to use the pin behavior because the "Set position to another object" has problems when I am adding something to the monkey's attacks

    help please. thanks.

  • So I have a bullet object (with bullet behavior obviously). There is a situation where it bounces off the player. No problems bouncing off. However, as the bullet bounces off, I need the bullet to spawn another object.

    Btw, I have the "Bounce off solids" property of the bullet set to NO. (I don't think it's related to the problem though).

    I tried both of these and the object is not being spawned either way. Is this how the bouncing off really works?

    +Condition when bullet will bounce off player

    -> Bullet: Bounce off player

    -> Bullet: Spawn object

    +Condition when bullet will bounce off player

    -> Bullet: Spawn object

    -> Bullet: Bounce off player

    Should I use a workaround instead?

  • hmm, I thought the ForEach condition was meant to make the specified object's multiple instances to act independently from other. I thought my code meant that even if there is a situation wherein all instances are in Attack anim 2nd frame, they would still fire just 1 bullet each.

    Anyway, I tried disabling the Foreach (but still with trigger once), each enemy only shoots 1 bullet. I'm not sure if this really fixes the problem, but the hitbox (spawned by each bullet and pinned to the bullet that spawned it) is only pinning for 1 enemy's bullets. I think this might be related to the original problem. Still trying different stuffs at the moment.

  • +Enemy: animation "Attack" is playing

    +Enemy: frame = 2

    +ForEach Enemy

    +Trigger Once

    -> Spawn bullet

    Only 1 instance of enemy is shooting one bullet per Attack Animation 2nd frame. The other enemy instances are all shooting 8-10 bullets each time they go into "Attack" anim 2nd frame.

    I already tried putting "Trigger once" before the foreach. It doesn't work still.

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  • wait, I store the UID of the bullet to the enemy's instance variable? Did I get that correctly?

    Well, there are many instances of the same gunman object enemy at the same time, so that's why I need to know the specific bullet shot by each enemy. Is what you said correct for my situation?

  • How can I select the specific bullet object (with bullet behavior) that my enemy object spawns?

    SYSTEM: Pick by comparison: Pick Bullet object where Bullet.UID = what?

  • I'm aware of the jpeg effect on sprites. I also checked the RGB values of the pixels not being recolored. They are the same as the pixels being recolored.

    I just checked my tolerance. It is indeed 1. I read the description of tolerance parameter and it says its value is from 0 -100, so I tried different values. The higher the value (say 100), it affects the other colors not specified as well. So the best possible value I tried that didn't recolor the colors not specified was 30. It still doesn't recolor some pixels (only sometimes).

    Basically, I keep moving my player (walking, jumping, etc.) in my platform game. Sometimes all red are recolored, sometimes there are pixels left not replaced. I think this is either it can't keep up with something graphics related just for my computer (I'm not familiar with WebGL and what could possibly affect it) or it is really a bug.

    What do you think?

  • ok. thanks. I fixed it.

    There's something weird happening. Isn't a replace color supposed to replace all parts of the said color into the new color? there are some pixels of that said color not being replaced. I went into the image editor to check the RGB values of the color parts not being replaced and their RGB values are the same as the ones I put in the event.

    Any idea on this issue?

  • http://oi59.tinypic.com/10mmzok.jpg

    The problem still persists.

    combining the 2 events into 1 event results in the same problem (only light red is being replaced).

  • Ok. I understood the logic of what you posted in that thread, but not the loopindex/tokenat, etc. I only want to do it (replace color) at the start of the layout without a function. Is there something wrong with my code? I don't understand why only the 2nd event is working. I also tried putting them all in one event, the 2nd set of replace color is still only working.

  • Ok. It worked! but only 1 color replace is allowed per layout? only the 2nd event works. If I remove the 2nd event, the 1st event works. If I replace the first event's condition to Every Tick, only 1st event works.

    http://oi58.tinypic.com/hs83l1.jpg

    I need both events to work. How can I fix it?