Smileh's Forum Posts

  • Could you provide a screenshot of the unwanted behavior and perhaps a picture of what should occur ?

    It's possible to change how the portrait sprite is positioned at creation. The event in question is event #15. (or close by, if our numbering doesn't match)

    Will try to do. Until then, I have another question. Is there a call for "on dialog "X" finished"?

    Or just a way to stop everything until the dialogue is finished

  • Thanks for the answer, specially oosyrag

    Would like to listen to more suggestions!

  • Hi

    Im using a custom camera with lerp scrollx and scrolly to playerx and playery. It works nicely. Now my biggest issue is to achieve the camera the way I want.

    I have set my window size to 320x200. I like to keep the player at a low height, kinda like a Super Mario feel. Now the problem is if I have a big layout the camera will get right in the center of the screen. Not sure if I make myself clear.

    This is what I want:

    Keeping the character about that height on the screen. That's because the Layout size is about the same as the screen size.

    This is what I get when I increase the layout size:

    I do not like the way it looks and I can't seem to find a way to keep it always look like image #1 even if the layout is big.

    Any tips?

  • Jump str=0 should be fine, so the issue must be your event is never true. Check in debug mode if your instance variables are as expected.

    Yeah they are because I do have some other stuff happening while that event is true and of course I checked it on debug.

    Edit: Found out the issue. Since I wasn't using default controls I had to add an inverted condition on the simulate jump event.

  • Hello!

    I'm trying to disable jumping based on some instance variables but I can't get it to work.

    Basically if player IS X disable jump. In order to do that I tried to set jump str to 0 but it doesn't do anything.

    Would appreciate any help.

    Thanks!

  • Well this plinkie's working solution.

    https://www.dropbox.com/s/m4tfbymxs7ylc ... .capx?dl=0

    But then again, the solids have no use now. I suppose the player can jump on the moving parts. With this (and basically any other solution to archive this with solids) the player will fall trough them when they overlap.

    They still get stopped on collision sometimes if you notice

  • Add the invert of keyboard > Key is down (down) to the other key capturing events ?

    Could you explain a bit further? I'm really noobish, just learning slowly

  • Hi

    I'm making a smash attack on jump when pressing down, like some platformers do. I have everything set up nicely but one thing:

    I want the player X to stop whenever you press the down key, which means, when you decide to do the attack the player should stop moving at the point you press the attack.

    I believe super mario does this thing nowadays in the wii games.

  • They do, when you make them solid. Its the Sine behaviour that gives you troubles (i can imagine).

    But, alert alert, many objects on each other with the platform behavior will drop the fps to nearly zero.

    Yeah but if I make them solid then I create collisions for the player, and I kinda want them as a background.

  • When using physics, yes. I am aware of that.

    Why i used triggers and movements that i have 100% under control in my first example. But you can not apply it to your project. Yet, that (or another simular way, controlling every pixel in strict rules) is exactly what you need. As far as i can have any idea of what you are making.

    To be honest a platform behaviour would be enough, just with the gravity added, but then the boxes wouldnt sit on top of eachother.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I would use traffic rules. Say the fallling one always has right of way. Then the zigzag one needs to change direction when overlapping the other one at an offset (6 pixels ?).

    Yeah I can't do that. Both need to follow their path.

  • Drop a reduced capX illustrating the problem

    I guess is not just in my capx. In your example if you place the boxes a little bit messy, whenever they fall they start moving

  • If you use your method but have a slightly larger non-solid sprite around the enemy object that you use for collision detection do they still drag?

    I dont understand what do you mean

  • Hey Magistross is there a way to just adjust the spacing of the portrait and not the text? I mean:

    DIALOGUE_MARGIN sets the spacing withing the tiledbackground used for the "textbox" but it also moves the portraits. I want to adjust the text whenever I dont use a portrait so it doesnt look too much in the middle, but if I do so then when a portrait comes is almost on the edge, do you understand what I mean?

    Thank you

  • sprite.count expression should help you; if sprite.count=0 then create sprite else destroy sprite and create a new one

    Thanks! Always good to learn new stuff