Chris PlaysOldGames's Recent Forum Activity

  • More like wearing your swim trunks under your clothes in case the party is a swim party...

    Its not a competition of ideas though, I was pointing out another way to solve the problem that didn't require fiddling with animations.

  • My example was assuming you were viewing a different layout than your player was currently on.. as in a "store" or "menu" layout.

  • You way over thought it...

    Simply make an invisible object that does all the moving and give all your others the pin behavior. Simply spawn and pin the appropriate object at the appropriate time and de-spawn the other. Depending on what you are doing you could just have them all ALWAYS pinned and them turn them visible and invisible as needed.... in my POC space shooter in my sig ALL the weapons the player can get are pinned on creation and simply become visible when bought/picked up...

    <------ These weapons in my forum pic

  • Tough to say without seeing your .capx

    Can you post your .capx file using dropbox or other free download host

    Your rep probably won't let you put a link in your post but you can get around this by using spaces in the link or taking out . to trick forum.

  • Set a global variable to the layout number when a player goes to it...

  • The scroll to behavior has it own update I believe.. I don't think you need to tell it to update every tick.

  • Give the effect a pin behavior and then in whatever event causes the blood effect use action Object (to pin) pin to Object (object to pin too).. you choose the image point and you can make more in sprite builder. You can also play around with the pin to angle options depending on what your doing.

  • You have created the classic Construct2 "ON/OFF" scenerio in your holster event. When you press 2 it is working correctly.. just so fast you never see it. You need to put a Wait 0 in each toggle switch so Construct2 has time to catch up.

    So add Wait 0 as an action in each arm of the holster/unholster toggle.

    Same with your pause event.

  • Its working fine for me... make sure the velocity you are comparing is the same as the velocity that the object was moving in. If its falling or climbing the velocity would check Y, if its moving left or right is X... and if its angles you would need angular velocity.. best to have an event that covers all of them then runs animation if its an object that moves all over like a player.

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  • Here is an example from another forum, it would work for you.

    [quote:1z5zcwtf]I solution to this could be something like this; each planet has a value called "distance". Run a For Each loop on the planets and set the distance value to the distance between it and the player( the expression for that is distance(x,y,x2,y2) ). Then merely use the "Pick Object With Lowest Variable" condition to get the one you want.

    Another easier option would be to pin an invisible sprite to your players feet that sticks down a bit below and then use an "is overlapping" AND "is falling (from platformer behavior)" event to choose the correct platform block.

  • [quote:3nkpfpai]1)I need help on creating a block of code such that when the player WAS falling and has landed on a floor,I want to change the floor's animation and remove its Solid behaviour to enable the player to go down to the next floor.However the problem is that the all the tiles are changing their animation instead of that particular tile.

    Use "Closest instance" filter in your platform decaying event. You have to tell Construct2 which one of the instances to act upon.. this is called "picking" in C2.

    [quote:3nkpfpai]2)I need help on making the screen scroll downwards whenever a floor breaks.

    Have you tried giving the player object the "Scroll To" behavior?

    [quote:3nkpfpai]I want to make the background image constant.

    Based on this I am assuming the background follows the player down.. give it the scroll to behavior as well.

    [quote:3nkpfpai]I also need help in creating new instances of tiles at regular intervals.

    Could be done many ways... you using physics or simulating gravity with bullet behavior?

    You using a long vertical layout and letting player actually fall or keeping player locked in center and simulating that "falling" with objects rushing up from bottom?

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Chris PlaysOldGames

Member since 22 Aug, 2014

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