Xionor's Forum Posts

  • I still see no need whatsoever for an automated solution for this.

    You're already inside Construct editing the code when making changes. Thus correcting "Build 1234" to "Build 1235" on a piece of text/variable before you save/export shouldn't be that difficult.

  • You spawn the Block exactly on top of Player 1.

    There is no space between them and their Bounding Boxes have no space between eachother. That is why the engine detects them as colliding and since your Player 1 cannot move through solids, it "freezes".

    Lowering the Bounding Box on Player 1 by a single pixel from the Bounding Box options fixes this. You can also do the opposite, raise the bounding box of the Block by 1 pixel.

    Then you can move through freely, while it still looks like they're exactly ontop of eachother.

  • I'm assuming you mean the hollow paths left out by the characters.

    The way I see it, you have a layer of the "dug out dirt" either above or below the gameplay layer.

    Then you use a round invisible object on character as a Mask so it either "cuts away" the pieces of layer it moves through or rather puts the dirt pieces ontop of the layer.

    Another way is to make it spawn a "dirt circle" ontop of the character every time he moves one pixel in any direction, but that would mean having an obscene amount of sprites on the screen eventually and even though they're static i'm not sure how the engine would handle those very well.

    I believe WebGL effects are responsible for these things, but since i'm not using WebGL at all I can't really help further than that, sorry.

  • Oh yea, I forgot about that property of the containers!

    Thanks!

    I'll try that out.

  • Have you copied the global variables too and added the WebGL effect to the layer?

    It also gets a little more complicated than that as the event code in the example works by manipulating the "luminance" depending on how much in-game time has passed since the start of the game.

    As in, the effect begins the moment you start the game and ends in about 2 seconds.

    So if you want it to work as an effect you can trigger on a certain condition, you will need to make some changes.

    I think the example given is actually quite flexible and doesn't require much editing to turn it into a triggered effect, you just need to get an idea of the in-game time and how it works and know what you're doing, and adapt it to your needs and events.

    Just need to practice and toy around with it.

  • Just hardcode it into the game? Put a text object that shows a build number you've manually entered into the text object.

  • It's 7 events NOW. It might get more later.

    Also the creation happens many places and often, not just once. Including each one manually for each event is gonna make like 30% of my events the respawning of the same 7 objects.

    Maybe I could just make the 7 spawn with a function...

  • That appears so. But how do I make it spawn all 7 objects from the family?

    I tried "Repeat 7 times" but that only spawns 7 random objects from that family, not all.

  • Hi,

    I'm having a problem with creating a whole family of objects on the screen.

    I have 7 different particle sprays combined into 1 family in order to use all of them at the same time, as a bundle.

    I also have this trigger.

    When Object1 destroyed -> Object 1 spawn Family 'Particles'.

    But when it executes, it only spawns 1 of the objects in the Family, not all. How does one go around this?

  • It would be great if there was an in-built feature in Construct 2 to add a graphical timer object in a HH:MM:SS format, whether for countup or countdown.

    It's a core gameplay feature of very many games.

    The only way to do it now is either completely manually(which can be a bit confusing for us new ones) or using Plugins(which havent been updated in a while and can give errors with Construct 2 updates).

  • cesarzevil

    I found your problem. Your animation frames all had Colission Enabled and Bounce off Surfaces. In addition the ground below them was Solid.

    That means that every animation frame, being 5 times bigger than the original Bomb, bounced off of the Solid ground.

    Because the frames are so big they also suddenly overlap the whole bounce-off point and that messes up the math/reactions.

    The whole calculation basically messed up everything. Remove Colissions or Bounce off and you'll see it works fine : )

  • Anybody?

  • EDIT : See next post for Solution! : )

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  • If I have understood correctly what you want to do, then using an IF is not complicated at all. Just put this in Construct.

    Condition:   Y < X ; Action:    Set Variable Y to Y + 1

    Condition:   Y > X ; Action:    Set Variable Y to Y - 1

    For the first one, while Y is smaller than X, it adds +1 to Y each time the event is checked.

    This event runs roughly 60 times per second, so it would mean Y would be changed by roughly 60 in the course of a second. Change +1/-1 to anything else to increase/reduce the speed of change.

    If you want to set it to another value immediately, just change

    Set Variable Y to Y + 1

    to

    Set Variable Y to <Value>

  • Hi.

    Even if you set Time Scale to 0 for a Physics object, that object would still fall down.

    How would one effectively freeze time for a Physics object without using Immovable?