ShaunRemo's Forum Posts

  • 6 posts
  • Thank you I will use the work around for now, are there any plans to remedy the multiple margins? as having multiple 9-patch objects of the same image seems a bit wasteful. Any ideas on the in editor display issues? (Updated the post so images appear)

    Edit: the display issue was being caused by WebGL being enabled and certain objects being viewed.

  • Link to .capx file (required!):

    dropbox.com/s/vlgf3uyv6wxl6w7/9_patch.capx

    Steps to reproduce:

    1. Place 9 patch objects with varying margins.

    2. Test on preview or export

    Observed result:

    Objects display incorrectly relative to the editor window.

    Left is in preview, right is in editor.

    <img src="http://imageshack.us/a/img543/3808/2h59.jpg" border="0" />

    Expected result:

    Images to display as seen in the editor.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Windows 7 64 bit

    Construct 2 version:

    Release 146 (64 bit) Commercial

    Additional editor display error Objects disappearing in editor window when certain other objects visible.

    Left image with all objects visiblie, Right image slightly moved left in editor hides these objects.

    <img src="http://imageshack.us/a/img826/2936/pnzr.jpg" border="0" />

  • Hey, thank you so much this works perfectly, my enemies are now unique with their actions. Thank you for explaining it so well I wouldn't of figured that out on my own.

    If and when I release the game you'll be on the credits for this.

  • I'd get rid of the 8 Direction control all together.

    Instead set the fall speed of the character to 1/4 when in water making them fall slower. You can change movement speed and jump strength too.

    Simply change them back when your not overlapping water.

    This means you will sink if you aren't "jumping"

    Encase jumping doesn't work because you're not touching a platform simply making a condition, if overlapping water and pressing jump simulate control jump.

    Also, if you want special attributes when at the surface of the water you can have a condition

    If Player.BBoxTop is Higher than Water.BBoxTop allow for extra jump or anything else. (It just checks that the player is above the water line)

    Hope this helps and makes sense.

    From ShaunRemo

  • Within your sprite you'll have an image of the car and an image of it crashed, setting the animation speed to 0 will mean it won't change unless you tell it too.

    Event wise I would say Car when on collision with car 2, set Car animation frame to the crashed image.

    Also adding a condition that the car has to be going a certain speed to crash would stop small touches triggering a crash.

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  • Hello, everyone I just wanted to see I could get some help with a problem.

    I have enemies that are referencing an Instance Variable as to what their action should be. Example: Action: 1 = Punch, Action: 2 = Kick Etc.

    however, currently actions are chosen at random, what I would rather is have a list 1,2,3,4,5 this way I can restrict actions for varied enemies like 2,2,2,1 this enemy will mostly kick but sometimes punch.

    My problem is that when I create a variable to control what actions can be picked it must be a text format to allow for multiple numbers but I then can't set the numerical actions to pick as they clash.

    I hope this makes sense other wise

    I want Instance Variable Actions to be set to a number in Instance Variable Available_Actions, where Available_Actions = 1,2,3,4

  • 6 posts