Snalec's Forum Posts

  • Cool. Thank you!

  • Wow I really was overthinking it. Thank you! I feel like I still don't fully understand the for each condition, I feel like it's the thing I try to slap onto events when they don't work right and it sometimes fixes them. So if I understand right, they make it so the event only applies to individual objects and not all the object of a type. So should I not be using for each here because the ids I've assigned are doing ti for me?

    Again, thank you all for the help!

  • I think the vine saga may be close to an end lol.

    So I got pretty much everything working. The vines grow independently now and animate independently now. The last step is the ladder part of it. Basically I have invisible ladder collision that turns on when the vine finishes animating, but no matter what I do I can't seem to get the ladders to enable independently. If I trigger one vine, all of those individual ladders are enabled too. I've tried using similar techniques as with the other vine aspects but I just can't seem to get it to work.

    I really appreciate you guys helping me out. This is my first time taking a project seriously and while I'm learning a lot there is still lots to learn.

    https://drive.google.com/file/d/1S3J67ieSnXAfZGhIIw2J1FRcatrfeZC2/view?usp=sharing

    To see the problem I'm having, grow the first vine. Then go to the second area, don't push the berry in, but try climbing where the vine should be and you will climb despite the vine not being there.

    Thanks

  • Thanks!

  • I gave it a try. I gave the vines and berries matching ids and then put a condition in the signal event that they had to be equal. I must've done something wrong because they still grow at the same time. I haven't really explored functions yet. I might have to do that.

    Here's the file where I tried to do the matching ids:

    drive.google.com/file/d/1MklZQaPyUyTAcnQwQ__R-swM_WTnQecF/view

  • Thanks!

  • Hello,

    I'm currently working on a vine level gimmick in my game. Essentially, there is a berry seed thing that when pushed into a pot grows a climbable vine. I got it to work fine, but when I place another instance of it in my level, the second vine will activate when the first one activates. Usually when stuff like this happens the "for each" conditions fixes it, but it isn't working for this. Why doesn't the "for each" work in this case? Am I using it wrong, or do I need to use something else?

    Thanks

    drive.google.com/file/d/1EB4tDaAoHSblTJnMCOw2yMZoSqqp5IVd/view

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  • Awesome! That worked. Thanks!

  • Hello

    I'm having issues with time scaling. I recently put Mega Man-like scrolling into my project, where when the screen pans the player and enemies freeze. I did this by setting the time scale to 0. Then, when my moving camera has arrived to its destination, I have it set to put time scale back to normal.

    My death animation also uses time scale. It sets the speed to 0.15 to make it look like it's going in slow motion. However, since I implemented the freezing when the screen is panning, the death animation doesn't slow down anymore.

    However, when I go into debug mode and initiate the death animation, it shows that the time scale is 0.15, but with the speed the player is going it seems like the time scale definitely isn't 0.15.

    I know it has to do with the events that control freezing entities when the screen is panning (events 15 and 16 under scrpt_general), because when I delete those the death animation works fine. I'm just not sure exactly what's going on with it.

    Here is a link to my project files: https://drive.google.com/file/d/11hAqqt-x09S-tHeHuD4i5gR_vilu2KL_/view?usp=sharing

    To see the problem, walk directly into the cave and get hit by the enemy. The player will fly quickly back which isn't supposed to happen. To see how the death animation is supposed to look, delete events 15 and 16 under scrpt_general.

    Thanks

  • I fixed it by adding a condition to event 14 that makes it only activate if camerafixed.X does not equal camerafixedorigin.x. My death animation uses the time scale function to make it look like it's happening in slow motion. But now my death animation won't scale the time down. I assume this is because of event 16. For some reason camerafixed is constantly arriving. Why is that happening? Since I put in that check the camerafixed shouldn't be moving and arriving anymore.

  • Thanks!

  • Hello,

    I'm having some trouble with taking damage in certain areas. I recently implemented fixed camera screens. Where instead of scrolling the camera will stay fixed in one area and then pan to the other. For some reason though, when I get hit by enemies in these fixed camera areas, my player turns invisible and doesn't take damage. When I walk back to a normal scrolling area, my character flashes like he took damage and returns to normal. I assume this has to do with my events that play out when my player takes damage. But looking over those events, I don't see how the camera would effect it.

    Here is my project file: drive.google.com/file/d/1XXxEobpweiX9qJV7W7mIyytLBJWTW4zs/view

    To simulate the problem walk into the cave and take damage. If you walk out of the cave and back to where the camera scrolls the player will become visible again.

    Thanks!

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  • Got it working! Thank you both for the help!

  • Hello,

    I started working on an enemy that drops down from trees when the player gets close to it. It all works, however, all instances of this enemy seem to be tied to the first instance of the enemy. For example, when I trigger the one enemy to fall down, all instances of the enemy, no matter where they are on the layout, fall down too. I'm not sure exactly what's causing it.

    Here's a link to my project file: https://drive.google.com/file/d/1eKtLjsz3xBV67wi_tm0MOcwKe4OfIxFZ/view?usp=sharing

    Thanks in advance!