Yswellin's Forum Posts

  • We have free dropbox accounts (dropbox.com)

    You then save your capx on your computer and copy it/upload it into the public folder. Here's a little more detail from another post I made:

    Re: drop box: in your dropbox directory ie: the dropbox website, there is a folder called PUBLIC. you did not create it, it was there when your dropbox account was created.

    Put whatever you want to share in that PUBLIC folder. Then you can share that link. I think you right click on the file in the PUBLIC folder it will give you an option for a shareable link.

    Hope it helps!

  • Wow. Exactly what I needed. Awesome! You just got rid of like 90% of my stress!

    Thanks so much everyone! I knew you guys would help :3

  • Following exactly what you're asking in the post above here is a capx.

    Not surprisingly, this works. Two questions:

    How would I get it to stop spawning falling blocks when the third sprite is switched?

    Is there a way you can think of to make the falling block and the sprite face match? For example, if the fallling block was blue, then on collision it would turn the sprite on the right blue as well. I'm working on figuring this out, and had done so before, but I don't understand instance variables very well, or currFrame, so it's like having to relearn it :3

    Thanks again!

  • WAIT 3.00 seconds is what is preventing it from triggering it at the same time. If you move the green player rectangle out of the way of the second falling block, the event still runs, even though the player and the falling block are not colliding :/

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Following exactly what you're asking in the post above here is a capx.

    I'm gonna go and take another swing at understanding this a bit better Kyatric. I think of everyone you've come the closest, but I don't have much experience with UID's or whatever they are o.9

    This is what I want:

    On the first collision, the first sprite goes from transparent to whatever (in this case 0)

    <img src="http://dl.dropbox.com/u/93047429/fall1.png" border="0">

    On the second collision, the second sprite goes from transparent to whatever (in this case 1)

    <img src="http://dl.dropbox.com/u/93047429/fall2.png" border="0">

    On the third collision, the third sprite goes from transparent to whatever (in this case 2)

    <img src="http://dl.dropbox.com/u/93047429/fall3.png" border="0">

    That's what I would like. I can;t seem to figure it out :/

    Thanks guys!

    Weishaupt:

    Yes, I need those two events in the picture you posted above NOT to be triggered at the same time. I need them to be triggered by the same CONDITION, which is the red box colliding with the green box.

    There must be second condition to make them run separately, because as you say, now they are running at the same time, but I don't know what that condition is. That is what we are looking for. That's the problem.

    The other problem is how to make it such that the red falling blocks keep spawning until each sprite on the right has changed frame.

    For what I want in terms of what the problem is, see my quote above.

    I really appreciate all the help you've given me thus far everyone. I'm learning a lot!

  • Getting there!

    Problem is, if I try to run the second event, they run at the same time.

    I added a wait 3 second to the second event and now it waits to run, but it run automatically after three seconds, even if you move the player out from the collision with the falling block.

    Here's an updated Capx, with movement for the player and the wait added in.

    fallingTest3.capx

  • Here's an updated capx, still not doing what I want, but I don't know why it isn't. Logically, I don't see why it wouldn't be doing exactly what I am asking it to, as I have described above :/

    http://dl.dropbox.com/u/93047429/fallingTestWhileLoop.capx

    I'm sure I'm doing the while loop incorrectly, but at least I'm not caught in an infinite loop and just getting the grey screen of death any more :/

  • Awesome, and you are correct, it will do exactly what I illustrated, but what I illiustrated wasn't entierly what I wanted to do.

    The falling block is also supposed to be on of the green sprites, and also a random number each time it falls. When it collides with the player, it makes the corresponding sprite on the right match the number that was on the block. In this way the player can build numbers or words or whatever by colliding or avoiding the blocks.

    I had already figured out how to make the animations of the falling block and the matching sprite match (ex: if the falling block spawned a 7, then on collision the sprite would also switch to a 7), I just can't get it to do so one at a time, and only on collision.

    Think of it like tetris a bit with the falling blocks, only the player can choose to collide with them or not. On collision, the falling block's number or letter gets added to the sprites on the left to make a word or multi digit number.

    So if the falling block spawned C A F T, the player could collide with the C A, avoid the F and collide with the T to spell CAT. Or the player could collide with certain numbers to make a larger number.

    That's what I'm trying to do :/

    It ain't workin :/

    Thanks so much for the help thus far guys. Every little bit helps!

  • This is what I want:

    On the first collision, the first sprite goes from transparent to whatever (in this case 0)

    <img src="http://dl.dropbox.com/u/93047429/fall1.png" border="0" />

    On the second collision, the second sprite goes from transparent to whatever (in this case 1)

    <img src="http://dl.dropbox.com/u/93047429/fall2.png" border="0" />

    On the third collision, the third sprite goes from transparent to whatever (in this case 2)

    <img src="http://dl.dropbox.com/u/93047429/fall3.png" border="0" />

    That's what I would like. I can;t seem to figure it out :/

    Thanks guys!

  • Is there any chance you could upload a capx? What you're saying makes a lot of sense, I'm just having trouble fitting it all together.

    I updated my capx. The grey screen was a problem, and I think it was a problem with the while loop.

    My capx now correctly triggers the first sprite, but not the second or third :/

    dl.dropbox.com/u/93047429/fallingtest.capx

    Thanks so much!

  • Hi all

    I have falling blocks. I want them to collide with the player character at the bottom of the screen.

    When the falling block collides with the player character, I want the animation frame for another sprite on the right to change from default (in the example, it's zero) to whatever.

    Once the first sprite's animation has been triggered by the falling block colliding with the player, I want the sprite next to it to change it's animation frame from zero to something else.

    I have been at this for days, and I can get it to either change the first sprite ONLY or ALL the sprites at the same time. I can't figure out how to trigger the sprites changing just by colliding with the falling blocks in sequence (ex: the first falling block collision changes the first sprite, the second falling block collision changes the second sprites, the third falling block changes the third sprite etc).

    I also want the falling blocks to stop falling once all the sprites animations have been changed (in this example, after three collisions).

    I would really appreciate any help anyone could give. I'm going outta my mind!

    dl.dropbox.com/u/93047429/fallingtest.capx

  • Totally works. Dude you just went above and beyond! I really can't thank you enough. You are definitely going in the credits :D!

    Really, thanks so much again! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • * spawning objects on random points but meeting a set of conditions?

    that one. basically anywhere that is NOT solid. and such that there are a maximum number of monsters on the map that decreases as the player encounters and defeats them. So for example, ten random monsters spawning on any NON SOLID point on the layout, and once a player defeats one, there are 9 monsters remaining, etc...

  • Hi guys,

    I'm having trouble getting enemies to spawn where I want them to.

    I do want them to spawn randomly, but I wanted it to be random on top of a certain other sprites I am using as a clear floor tile, or anywhere there isn't a solid tile like a tree or stone.

    I tried this way, logically speaking:

    On instance of SpriteFloorTile >>> pick a random number from 0, 6

    if that random number = 3 >>> Create Monster on THAT SPECIFIC INSTANCE of SpriteFloorTile

    and I've also tried spawning them randomly via the every x seconds thing, but I really want there to be a set number of enemies per level (ex: 10 for this one).

    Pic and cap below, the white boxes are my enemies for now :3

    <img src="http://dl.dropbox.com/u/93047429/test.png" border="0">

    Capx

    SEPARATE ISSUE:

    My whole layout seems to be inset by about 32 pixels. That's where the black bars are around the edges of the layout. Any ideas what this could be or how to fix it?

  • Akira's exactly right, but for anyone who may be looking at this who doesn't have that much photoshop knowledge, so here's how you'd do it step by step:

    create a new document in photoshop

    create a new layer in photoshop - you should now have two layers

    the new layer is where you're going to put everything, the original background layer under that will remain blank

    before you save, take the bottom layer and on the left side of it, there is a little eye icon. click that and make the layer invisible. the white default layer background should now look like a grey checkboard pattern - this means that it will now be transparent if you save it in the proper format

    now we are ready to save. go to file - save as, and select png from the file format menu. nae it whatever you want. it will ask you if you want to make the image interlaced or not. I'm not sure that it matters.

    in C2, open the sprite editor

    in the sprite editor, open the png image you have just made. you should see that the parts had the checkerboard pattern in photoshop are now transparent in the sprite editor. it will also show up transparent if you just open the image normally. if the transparent bits are white or anything but transparent, go back into photoshop, and check if your art is on another layer, and if the bottom layer is invisible.

    be careful about DELETING the background layer vs making the background layer INVISIBLE, because sometimes I've noticed that photoshop can fill in the background on layers when the background layer underneath it is deleted and there is no layer above it (who knows maybe I'm doing it wrong, but the above steps work every time).

    hope it helps!