VonFirflirch's Forum Posts

  • Check the Audio object's properties : one of the option is Save/Load. I haven't tried but I think setting this to none is probably the way to go.

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  • Nevermind, by fumbling around with the task manager, I somehow fixed it

  • No, it just resets the window's position and size without making it visible again (my only means of knowing its whereabouts is the fact that the mouse changes to the resize arrows like when you hover on a window's borders)

    But thank you anyway

  • Can't you just have "sprbin", "sprladder" and all the others into one family, then give that family two variables (LastProp and AppendText) so that you only need to have this event once :

    Touch -----> Is touching Family -----> Set LastProp to Family.LastProp and Append Family.AppendText

    Sorry if I goofed again

  • I was handling that thing in a Castlevania style : layouts were filled with rectangles (tiled backgrounds that I named Zones) of different sizes which would have an influence on the camera scrolling.

    On collision with one of these rectangles, the Camera Global Variable would change to fit that Zone's UID (you have to make sure your player can't collide into several zones at once by spacing them, for instance, I had 16 pixels between each zones). Once that's set, another event would go :

    "If Camera Global Variable=Zone.UID"

    -->"Set scrolling X to Clamp(Player.X, Zone.X+[half of your resolution's width to ensure that you don't see the empty space], Zone.X+Zone.Width-[half of your resolution's width]. For the Y coordinate, just change X to Y and Width to Height.

    Now with that out of the way, I would have spawners everywhere I'd want enemies to appear (With a Text variable to decide what enemy spawns, a Zone variable that would be set to the UID of the Zone they're overlapping on start of layout, along with a few others, to have enemies behave differently for example).

    On collision with a Zone, a function would be called to have spawners do their thing : spawn enemies (which would also be given a Zone variable, set to the Spawner's own Z.V., when created) and destroy spawned enemies whose Z.V. isn't equal to the global variable anymore, if you avoided them or ran away for example.

    I'll try uploading a .capx if it's too confusing to read.

  • Can't you do "System" then "Global & Local Variables - Set Value" and have "[your family's name].[name of its instance variable]" in the value area (without the quotation marks, of course)?

    Did I understand what you were asking correctly?

  • Wouldn't the persist behaviour work?

    Anything that has it keeps its state when leaving and returning to its layout.

  • I'm not an expert, but here's a way you could handle what you're doing :

    Back when I was making something like what you're trying to make, I would give my checkpoints an instance variable that would depend on how far into the level they were :

    -Starting position would be 0

    -First checkpoint would be 1

    -and so on...

    Crossing one would set a global variable (with 0 being its default value) to that particular checkpoint's value, while also negating the effects of those with lower values so that you can't backtrack and stuff.

    At the beginning of a layout, the game would check what value was stored in the global variable and spawn the player on the checkpoint sharing that value. Any death would cause the layout to reset which doesn't affect music if I remember correctly.

  • Hello,

    It seemingly happened spontaneously, though I'm pretty sure I goofed up somehow, essentially wasting someone's time.

    Whenever I try to edit/create an existing/new family, the window opens, but it's invisible : I can still move it around, resize it and even close it. However as you might have guessed, it isn't exactly convenient to edit stuff when you can't see it (of course it happens when I feel like getting some work done xD)...

    I tried re-installing, it even happens on new projects, Resetting dialogs only resets the window's position and I apparently can't get options to pop-up with a right-click.

    Is there a keyboard shortcut to make it visible again? Or something else?

    Thanks in advance and sorry for the trouble if it's super easy to fix

  • I'm "working" on something called Mansion Invasion, as the name implies, it involves the main character's mansion being taken over by someone else who probably wants to use it for something (that's not suspense, I have no idea of where I'm going to take this)

    Basically, it's a mess of ideas I liked from other games put into one. Right now, you would progress through the mansion Super Mario 64-style, go through levels like Kirby's Adventure, with an ability system that is about as shallow as the plot at the moment (for the same reasons), and controlling a character that plays like the ones you'd find in DS Castlevania games (he even wields a whip, because I'm that uncreative). It also looks like it's another "retro-styled" game, but that's because I can't draw anything better... and I may have a shot for the title of "Embodiment of Laziness".

    You can get some sort of feel for it on my Youtube channel... somewhat (https://www.youtube.com/user/VonFirflirch/videos)

    If you're interested, just mute the videos : you'll only miss my awkward self <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    I don't know if I'll ever finish it, I'm extremely undecisive, so much that I barely made any real progress in about two years.

  • Thanks :D

  • And for those that are stuck with 32bit? It just had to happen right when I'm about to have enough money to purchase a license... Just my luck :(