TwinBlazar's Forum Posts

  • You set the direction of the bullet in the event sheet.

  • *play sound: [slapstick comedy] got punched in the face*

    Oh, my god... It's that simple?

  • So would i just make my collison mask bigger? and if i did make it bigger it would make my solid collision with my player funky aswell wouldnt it?

    Yes, it will affect the player object as well.

    You could try another trick like this:

    On the start of layout, for all of your objects that are plain dirt tile, create an invisible object that has collision mask bigger than your tiles. Now, with this, you refer and check to this invisible object for overlapping and check whether those tiles that overlapped are plain dirt tile or not. If so, ...you know what to do. ;)

  • For something like mapping in your case, you will want to use array.

    Sure, there are other ways, but if everything is in a grid, then you could check for adjacent tile right away.

    But if you prefer, one possibility is, you could adjust the collision mask of any frame of any sprite in the sprite editor. Perhaps, you could try expand the collision mask of your plain dirt tile a bit more, and then check whether it is overlapping other objects in question or not. But again, you will also want to check for performance in this. Having many of these at once might not be a good idea.

  • Currently, I have many sounds, and in C2, we can choose any sound in the dropdown menu of those audio related events. But the thing is this, I want the player to choose some specific sound.

    If I have only a few sounds, I could simply go with: if player's chosen index is 1, 2, 3, then play sound A, B, C. Etc. Sure, that would be very simple with events, but I'm talking about at least 50 sounds here. Doing if else if else for all the sounds is horrible. There should be a better way.

    I've came across nickname plugin, which allows you to associate any object type with a string. That is very handy. But it does not cover sound department.

    So are there any alternative? Having 50 events for 50 sounds is a horrible idea.

  • The keyword you should be looking for, is "global variable" and check out the manual's system expression for string processing.

    You could, for example, "Hi, " & playerName & ", this is how you use variables in text".

  • The number I got is in bytes, I presume?

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  • I see. Actually, from my other post, what I was looking for, is only the size of the saved file. I wanna see how big it is.

  • Is there a way to have text box automatically "squeeze" all the text in it? For example, if the amount of text exceed the possible display area, can we automatically reduce the size of the text, or horizontally scale the text to fit into the text box?

  • From Ashley's tutorial, saved game files are stored permanently on disks, but they are stored on different locations, depending on the browser, platform, etc.

    Now, can we have a list of locations where are these files saved? I am using Win7 and Chrome, so where would my save files be?

  • Ar, that's better to a degree.

  • I have 100 or so object types or so right now in my project, and the thing is, many are decoration, solid walls, or those that don't really need to save.

    In fact, I only have about 6-7 objects that I need to save. But since we have "no save" behavior", rather than "save" behavior, is there a way to iterate through all objects and add "no save" behavior? After that, I can simply just pick several of my objects that need saving and remove the "no save" behavior.

  • And one more thing, you can change the deceleration value of the platform behavior.

  • How about creating a global variable and when the player jump, you store the value of vector x of the player in this global variable? And then when the player is NOT on floor, always set vector x to the value stored in the aforementioned global variable?

  • You can use "is on floor" event. Invert it and it becomes "is in midair". With this event attached to your input event, that should do the trick.

    Does that solve your problem?