star4z's Forum Posts

  • 2 posts
  • I'm trying to make a platformer with Mario style jump-and-hit blocks and I'm finding that when the block is supposed to change, all the blocks change. I have the collision set to an image point on the bottom of the block; this works correctly. I am currently trying using to have one animation with two frames control the change: the first frame be the "unused" block and the second frame be the "used" block, though I did try it with separate animations and got similar results.

    My current pseudo code:

     Event: Pick <Player Object> overlapping (<block>.ImagePointX(1), <block>.ImagePointY(1))
         Action: set <block instance number "used"> to 1.
    Event: System: every tick
         Action: <block> set animation to <block instance number "used">
    [/code:3ojwth9v]
    
    I also unsuccessfully tried this instead of the second line: 
    [code:3ojwth9v]Event: <block instance number "used"> = 1
         Action: <block> set animation to <block instance number "used"> [/code:3ojwth9v]
    
    Also relevant may be the fact that only the first block actually works when hit at the image point.
    
    Any suggestions would be helpful.
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  • I downloaded Construct 2 a week or two ago and I'm working on developing mechanics for a Mario-style game using assets from Kenny Vleugels. I have some experience using Unity and Scratch and am finding Construct 2 very easy to use in some regards, but a lot of functions get lost in the menus.

  • 2 posts