Zebbi's Forum Posts

  • SpriteNumbersScore.capx

    Thank you so much! Is there a benefit to using this method over sprite fonts? Also, why is the score global passes to a text object first instead of directly to the sprite count?

  • Here's a simple trick for scores:

    Create a global variable: Score

    Load your ten numbers (0to9) as sprite frames (name: ScoreSprite). Give your sprite an instance variable, 'index'. Place, let's say, four instances. Give the 'index' values 0 to 3. Use this line:

    Every Tick -> ScoreSprite -> Set animation frame to int(mid(str(zeropad(Score, 4)), ScoreSprite.index, 1))

    19:21:01

    Trying this out, but the parser is telling me this it requires a string not a number where the 4 is. Has anything changed since this was written?

  • Hmm, I get an error when loading this in C2? Found GetBehaviorSettings global, but it is not a function? Would ADORE a version with channel mute/tempo change!

    EDIT: nm, I put it under plugins and it works.

  • Same issue here, tearing about a quarter way down from the top of the screen, like a fold.

  • Thanks, works well like that.

  • I've tried repositioning the sprite to counter the origin, but I can't get the position to move with any of the tween behaviors since I'm pinning my sprite to a container. I was hoping the positioning would happen post- the pin.

  • But the catch is, I want the sprite to stay on the ground, when I use any of the tween behaviors to adjust the height/scale, the sprite shrinks from the bottom and top, so it gets lower from the top and higher from the bottom, I want it to stay in place and shrink from the top towards the centre and back again.

  • Okay, is there a custom movement way of doing this?

  • Are angled jump-thrussupported in this behavior? If so, is there a way to force fall-through jump-thru so we can create stairs?

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    Can ignore solids on specified object types, if possible.

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    Hi Tokinsom, did you ever solve this issue in particular?

    What's the work-arounds so far that we can currently use? I'm desperately trying to figure out how to turn on and off solids per platform-based movement as opposed to global for all platform-based characters.

  • Just have every second choose(0,4) for instance, then if the number is, say 4, you have the action happen. The system can randomly pick different numbers every second, but only have the action happen when one of the numbers is picked.

  • You might need to build a level editor that can load and save maps, then you could just load the maps according to how your editor arranges them. There's a few ways of making a level editor, usually by storing strings in external files, you could have a look at this maybe for ideas:

  • Have you tried using arrays for this? You could always define the positions in a 2d array, then you could always have the sprites set to whatever position was stored in the array, that way whenever the array changes, so does the characters position: https://www.scirra.com/manual/108/array

  • Funny thing is, I'm not aware that using the jump-through at an angle in the way I have in this example is causing any glitches, I just literally want to be able to force the "fall through jump-through" faster than the platform engine can try and put the character on the jump-through.

  • Really amazing engine, love the way it's a nice behaviour, tight and tidy. This could potentially take over the crown of Sonic Worlds in the indie sonic dev community.