Tokinsom's Forum Posts

  • You might want to try using separate sprite objects for collision masks. For an enemy or your player, use a yellow box. This is your collision mask. Now have the sprite mask always set to 0,0 of the box. Tada - perfect collisions. The built-in collision masks are only good for platforms, bullets, collectables, etc.

    If your enemy uses a melee weapon, then do this..Add the enemy and all of his animations. Then, make a clone of the enemy. Now, erase the enemy from one object and leave the weapon, then erase the weapon and leave the enemy on the other. Now, always set the weapon position and angle to the enemy's. Tada- The weapon is now perfectly in-sync with the enemy and has it's own pixel-perfect collision mask.

  • Yeah your animations are conflicting. I normally have multiple groups for animations, then toggle them on or off so they don't conflict.

    Try putting all your 'basic' animations in a group like walking, idle, jumping, falling, etc. Then put your attacking ones in another group.

    When you attack, deactivate the basic animation group. When the attack animation is finished, or your attacking value is 1 but the animation is not playing, re-activate the basic group and deactivate the attacking group.

    You can also just add more conditions like "Play idle if attacking is 0" but that can get messy.

  • Awesome! I mean there's always joytokey but whatever :) It's nice to have in-game control configs.

  • "Is object on-screen" doesn't work if the object is invisible. Is this intentional? It didn't to that in CC. Kind of makes it difficult to use invisible triggers, enemy spawners, etc. I've worked around it by giving each one an empty second animation frame, but that won't work forever!

  • I want to say that's intentional but I'm not sure..

    Also, but reports go here.

  • I thought there would be a lot more entries than this :< Anyone got any projects they haven't revealed yet?

  • Depends on how you currently have it set up. Please be a little more specific and we can help you out.

    If you're using every x seconds, replace x with a value that is subtracted from every now and then (but make sure it stops at some point; can't have moles popping up every millisecond!)

  • Those plugins being in the list doesn't mean they're in your game. If you added them to your project, you can remove them from the objects list like you would normal objects, like omgitburns said.

    Otherwise, if you want to 'uninstall' a plugin for whatever reason, go to

    C:>Program Files>Construct2>exporters>html5>plugins

  • Pretty sure C2 also has "NewLine"

    edit: Yep, it does.

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  • I read somewhere the arcade currently doesn't allow any 3rd party plugins. Are you using any? Also, is the .zip under 10mb?

  • I was having problems with 'repeat' as well. I think I fixed it by adding "set frame to 0" and "start" each time the animation is played. I ended up making it loop and changing animations by a value, so I don't remember.

  • Works fine now. Thanks for checking it out!

  • Hey Mipey. I think there's a bug in the latest build. Seems to work fine when previewing my game but the characters don't show up at all in the exported version. (Not using WebGL.)

  • Nvm, Scrollx/2 works..dur..

  • How would I always position an object in the middle of the screen when it's in a layer with 50,50 parallax?

    I'm trying to create birds in this background layer, but the parallax messes up their spawn point.