ChefSeth's Recent Forum Activity

  • The PlatformCollision objects are blank sprites, that's why there isn't an icon. The part that isn't working is that the for loop doesn't stop and I'm not sure that it's actually spawning the PlatformCollision objects like it should. It seems to be spawning them, but I don't think it's actually spawning them at the right coordinates, is there some way I can assure that when I tell it to spawn at Segments.ImagePointX(1) that it's choosing the image point from the segment currently in the loop?

  • I have a for loop, I need this working asap so help is greatly appreciated. I need to spawn one or both of two sprites on top of every instance that's in the family "Segments". Here's the setup I have:

    For every Segment

    ->check if the Collision instance variable is < 900 and if SegmentCollision (a local variable meant to stop the loop) is less than the max value

    -->check if the amount of image points is 2 or 3

    ----> if 2, spawn one Platform Collision and set its animation frame to the Segment's Collision instance variable

    ----> if 3, spawn one Platform Collision and one Platform Collision and set both their animation frames to the Segment's Collision variable

    That's all I want it to do, check what to spawn, spawn it, then set its frame to the Segment's instance variable. It just has to do it once for each segment. Can anyone help?

  • You seem to be going about it the right way, it's just a pain. C2 should get some kind of functionality built in for button remapping because it really should be standard in every game and C2 aims to assist people in making games

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  • maybe reset those individually instead of reseting every single global variable?

  • I don't want save data to be kept if the player erases it, but I don't see any way in construct to erase save data...help?

  • I think what you want is pathfinding! scirra.com/tutorials/474/pathfinding-with- line-of-sight and scirra.com/manual/154/pathfinding should help!

  • .......seriously? Well that's awesome. Thanks for letting me know, I'll just redesign my entire menu system now.

  • Two, a top and a bottom. Like I said the black sprite is on the top layer and the buttons are on the bottom

  • I have a fade transition setup, it works great, except for one thing, and that's buttons. I have buttons as part of my menu and the buttons are always on top of the black sprite I use for the fade transition. The sprite is on the very top z order on the top layer and the buttons are on a lower layer at a lower z order, but still they stay on top visually. How do I correct this?

  • Anyone?

  • So I am adding rebindable controls to my game so I detect input with keycodes/gamepad button codes in a dictionary. It looks like this:

    That's all great, but the control stick has input detected with a different function. I want people to be able to bind anything to anything, how can I let it look for the control stick efficiently?

  • I got it figured out, I didn't intend to post here though. Thanks for letting me know I was in the wrong place

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ChefSeth

Member since 9 Oct, 2014

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