Steven's Forum Posts

  • Your problem is stemming from event 18 in the enemy event sheet. If you move the action positioning the enemy to the ladder up events 13 and 14 it seems to fix the issue.

  • The way I make values that toggle goes like this.

    Sprite-- set value to-- 1 - Sprite.value('value')

    With this the value will always be 1 or 0, so you can set the visibility to 1=on 0=off. Or doors 1=open 0=closed, etc. Very handy to keep this one in mind.

  • I have thought about this before also. I think it is a bit awkward until(If) we get some sort of event sheet import ability.

  • <img src="http://dl.dropbox.com/u/1487524/Scirra/Issue1.png">

    Hey guys, I have just noticed that this particular issue. I am using inherit layers, and on some of the layers themselves, there seems to be a big offset between the graphics and the selection area. As seen in this image. Have I got something wrong here?

    Edit- just to be clear, the sprites in the top left corner are moved and selected by the rectangles in the bottom right corner.

    Edit 2 - Cutting and pasting the objects in question has returned them to normal.

  • Should this not be posted on the front page/tutorials section?

  • Yeah, enough to hire two staff (so far) and move into an office. Not too bad, not too bad at all.

  • One of the templates is an RTS example. File-New Template/Example-RTS.

    As a side note, making an RTS game is going to be hideously hard, and considering that you already have 3 or 4 games in development, and are quite new to construct, it might be wise to start off a little slower.

  • Post your .cap.

  • Have you got the climbing animation looping correctly? At the right speed?

  • You want to scroll your view on the run time window? If you want to look around at run time, make some events to scroll with the mouse or something.

    Or the layout preview? In the layout preview window if you hold down space and click and drag you will move the screen around.

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  • I am not sure what is going wrong there.

    However, if you are wanting to have just the trunk of your tree have collisions, a good way to do that is to make the bottom piece of trunk as a separate object, with collisions, then using events create the top part of the tree(with no collisions) on top. Using events means you don't need to stuff around trying to line everything up each time you want to change something.

  • Do you happen to have a link to this site and/or game?

  • 1 Tile Mapping - Layout tab -toggle grid-toggle snap to placement-toggle snap to resizing.

    2 Message Box - Text object + timeline editor, there are examples in the forum.

    3 Python - Python

    4 RPG Events - "...anything RPG Related can be done in Construct,"

    5 Menu Editor - Create sprite(right click-insert object-sprite) - click on sprite(use mouse and keyboard object- right click - insert object -mouse and keyboard) - go to layout.

    6 Hud - Create Hud using sprites in one layout, then Inherit layer for your other layouts, using the inherit feature in the properties window. Use on your top layer for best results.

    7 Save/Load - I haven't used it myself but there is a save feature in the events, have a look at that.

  • Are you using the platform movement behaviour? If you are there is a jump sustain value for variable height jumps.

    As for wall slides, you want to use 'Is overlapping at offset'. If you are using the Platform movement you can set the gravity lower to 'slide' down the wall etc.

    I don't know how others would do it, but I would use private variables, and I use private variables for everything I do. They are quite simple. You can establish a variable by selecting an object, entering the properties menu on the left and clicking 'add'. Now you can control these from events, comparing, adding/subtracting/setting etc.

  • I wouldn't use global. Just copy the objects and paste them into the new scene. Anything that you create at run time will be present. And you can chose 'clone layout' to make a 1 to 1 copy of the first layout to get yourself started.