Waltuo's Forum Posts

  • Thank you dop2000 , this was super helpful!

    I ended up doing it a little bit differently in the end (by using two sprites for the quicksand instead of offsetting the character animation sprite), but you gave me great ideas that allowed me find a solution, so I appreciate your help very much! Thanks again!

  • How could I implement Mario-style quick sand in a platform game? I'd like the player to sink into the sand slowly when walking on it, but with rapidly jumping it should be possible to get out of the sand.

    Example at around 0:40 mark:

    https://youtu.be/SwWYV1kaD60?t=40s

    I have been unable to achieve this with any great results so was wondering if there are any tips/examples on how to set this up?

  • Renfd Or better yet, Scirra & Nintendo devise a solution for bringing Construct games to the platform.

    75 developers have already signed the petition in a couple of days, so demand is clearly there. Why settle for web games when Construct can achieve so much more.

  • This is long overdue and needs to happen. Devs on other tools got a nice head start on us already, I feel in order for Construct to be a viable tool for serious development console support is a MUST, one way or another (and sooner rather than later). C2 was supported on the WiiU and Switch is way more powerful with a more advanced (albeit hidden) browser, so zero reason this can't happen technically.

    Good job joelmayer starting the petition, signed the second I saw it and I'll be contacting Nintendo directly requesting this too. Let's do this!

  • Drasanas Demo link not working

  • Apparently this plugin only supports one animation per tiled sprite, or am I setting it up wrong (getting blinking/alternating between animations no matter what I try)?

    Does this plugin support minifying?

  • Colludium Everything working now! Problem was an old addon with similar name, removing it fixed all problems

    Issue was on my end not with this behavior; I've edited the post above to reflect this.

  • EDIT: Everything working now! Problem was an old addon with similar name, removing it fixed all problems

  • Is there any solution to the ugly seams (at edges and between edge/fill) when using 9-patch objects and with WebGL disabled? Only way I've managed to get rid of the seams is by using Letterbox Integer Scale as the fullscreen mode, but this mode has it's own problems with the gigantic black borders at all sides. I would like to know is there any other solution to this problem or am I stuck using the Letterbox Integer Scale (designing a pixel art game)?

    Would love to hear if anyone has managed to solve this problem and/or has recommendations on best resolution/screen mode settings for 8/16-bit style pixel art games.

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  • skymen Awesome! This is exactly what I hoped for! Can't wait to update and use it in my project Thank you very much for the great support and improving this product!

  • skymen

    Thanks for your answer, if you can add this feature that would be a great addition to this already awesome plugin /behavior

    Best would be if speed could be set on case-by-case basis with another value in the tag ("<X Swing 25 25>", as you mentioned). That would be more flexible than a global value and make it possible to have text animate more calmly or with more aggressive speed depending on content/situation. I don't think it's too complex or hard for users, as this feel like a very easy and straightforward plugin to use overall. Maybe if only one value was set (like <X Swing 25>) it could then use the default value for speed in that case.

    Anyway, thanks again for the plugin and support and hopefully you can find a way to add this feature in

  • Magistross

    PERFECT!! That solved it, everything's working now

  • Hi,

    thanks for the great plugin/behavior! Works perfect and is very easy to setup and use. Cool stuff!

    I was wondering is there any way to adjust the animation speed in addition to the force/strength of effect?

  • Magistross Thanks for the awesome template!

    Everything is working great except choice commands; for some reason all the choices show the selection 9-patch graphic simultaneously (as if choice selected/active). Any of the choices don't activate by keypress (choice list can be scrolled up/down though). When clicking the mouse button over the choice they work fine and can be activated.

    I'm unable to locate the problem, any ideas what could be causing this? I'm using the dialog file from utility for testing (works fine otherwise) and have set the spritefont size to 8x8 and halved the margins, 9-patch size etc, not sure if that can have any effect. Otherwise everything should be pretty much set up the same and I'm using the same events as in UtilityEvents sheet to call functions..

  • 1) fixed, see the event sheet.

    2) I don't know why this is happening. I'm guessing if the wall is located in this exact position, then the Solid behavior stops character sprite before collision event is registered..

    Anyway, the easiest way to fix it is to slightly alter the collision polygon of the wall sprite.

    THANK YOU!!!

    Works exactly as should now, I'm grateful for you for taking the time to help.

    Adjusting the collision polygon slightly also seems to fix the second problem as well

    Thanks again, this helped me greatly!