SullyTheStrange's Forum Posts

  • Yeah, I was looking at those, but it doesn't seem like I can say if on ceiling, change angle to 90. Because you still walk left and right on the ceiling, meaning it would have to change angles away from 90 back to 0 and 180, right? I don't see how that can work.

    Unless I made 90 and 180 "left while walking on ceiling" and "right while walking on ceiling" respectively... but that's a lot of work, which I wanted to avoid in the first place. I've got 40+ animations and rapidly increasing, I'd rather not have to manually flip 'em all!

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • [SOLVED. New problem in fifth post...]

    I'm playing around with gravity and want to flip them for walking on the ceiling. I COULD just manually flip them all and make new animations, buut... I'm lazy. Is there a simple way to do it that I just haven't noticed?

  • Okay, new problem, this time with animation. There's a special turning animation when carrying something, which works perfectly on the ground. It's set up to play when your angle is 0 and you press left and vice versa -- however, when you turn mid-air, it plays the OPPOSITE angle's animation. Any idea what's causing that?

    I'll post the cap if necessary, but it's getting a bit too complex for me to ask people to dive into it to try and solve a little problem.

  • Oh, wow... I have to stop going off of memory. I could've SWORN the item would stop you.

    Well, that pretty much solves it. I went back to check and the item pushes itself out of the wall, which shouldn't be too hard to replicate. Thanks for pointing out my stupidity!

  • [SOLVED! New problem in the fourth post...]

    [ALSO SOLVED! ]

    Alrighty, here's the deal: in my Mario platformer, Mario can pick up and hold items like shells and springs. I've gotten just about every aspect of that working correctly, except for walking into walls -- as it stands, the item will go through the wall until Mario physically hits the wall.

    My attempts to change this have proven unsuccessful; apparently, Mario counts as a wall for some reason, so trying to use the "Wall to right/left" conditions to make the spring stop moving won't work. It makes the spring stop moving as soon as you pick it up (no matter where it happens to be placed, so it seems the problem is Mario). I tried checking for the spring overlapping the solid attribute at an offset, but same problem, even though Mario doesn't have the solid attribute.

    Sooo... what else could I try?

  • If there's a way to put a number into a string, then you can just print that instead, right? And if you also want to format it, then you can multiply by 100, use the floor() function, and then divide by 100 and put that in the string.

    (If you managed to catch my previous post before I deleted it, yeah, that doesn't work at all. My bad!)

  • Yeah, you're right about that. I put in two conditions to make sure they were the right instances and now it works fine. Thanks!

  • Different events seem to be looking at it in different ways. From my understanding, "lower" on the Y axis is actually up, so if you check for an object's Y value being "lower than" another one, then it's checking for the object being ABOVE the other, right?

    In my platformer, you jump up, hit blocks, and items rise out of them. I told the items to stop rising like this:

    Item.Bottom Lower Than or Equal to Block.Top

    -- Item: Stop

    But it keeps going up and up no matter what I do. If I set it to Greater Than or Equal To, though, it doesn't move at all, presumably because it already IS greater than the block because it's below it.

    Am I seeing things wrong here, or is there a different problem altogether? (The event that makes it move up, by the way, isn't in effect at this point. I know that for a fact.)

  • Thank you very much! I'll take a closer look at it tomorrow but it appears to be just what I need.

  • > Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

    >

    Well, here's the thing: the 3200x3200 graphic was only for North America.

    Oh, planet Earth. Why are you so large?

    I'm sure I can cook-up some sort of plan B.

    Not sure why that means my plan can't work -- if you keep track of the player's distance from each section of the gratuitously large background, you can get rid of the ones the player can't see. That way, no matter how huge the world may be, Construct only has to worry about the nearby ones.

    Now, I'm no expert, so anyone can feel free to jump in and explain that better or explain why I'm completely wrong.

  • To be more precise, can you change specific colors on the sprite? I want to put the Fire Flower in my Mario game, and if any of you are unfamiliar with Fire Mario, the only visual difference is his clothes changing color. It isn't a tint or a palette swap, so what I'm asking for is a way to tell Construct, "find THIS specific color value and replace it with THAT one."

    Is that possible? I can always just make new sprites, but this would be a heck of a lot easier.

  • Couldn't you divide it into sections and only load the parts on-screen or nearby? That would keep the size down. I dunno, though, maybe that won't work for whatever you're planning. Worth suggesting, at least.

  • Alright, I understand it now. Thanks for explaining it to me.

    alastair is right. How many buttons you can press depends pretty much on how your keyboards circuitboard is laid out. This is why a lot of people use X,Y or A,S as their action buttons since those keys normally are not on the same lockout circuit as the arrow keys, unlike shift, ctrl and space.

    Never woulda guessed! I'll start working on swapping out controls for those ones, then. Hopefully that'll sort it out.

  • Thanks for the replies! I started looking into SpriteFont after reading about it in another topic, it's exactly what I needed.

  • What I mean is, can Construct only accept a certain number of buttons being pressed at once?

    My platform game has an action that requires you to be holding Shift, Left Arrow, and Up arrow. If you do it in the air, and you're still holding the Space key from jumping, it won't work -- is that because you're holding too many buttons at once? Same thing happens if you're holding all three on the ground and try to jump then -- you simply don't jump.

    Maybe it's a completely different problem, since the first move seems to work fine when holding Shift/Up and Right instead of Left, and you can jump while running to the left and holding all three buttons.

    In other words, I have no idea what's going on.