MindBeams's Recent Forum Activity

  • In that case, I'm not really sure why so many people on the forum seem to suggest otherwise.

    I am encountering difficulties getting this to work. These are the relevant parts of my setup.

    As it stands, the "spike" objects appear as they should, but do not move with the platforms. All of the forum posts I've seen about this sort of thing suggest abandoning pin and using moveto instead, or else getting a third-party plugin to achieve the same behavior, so I am quite bewildered.

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  • I've been searching for solutions for an object that is pinned to another object's image point not moving with the image point. All the answers I've found on the forum involve using a completely different behavior instead.

    I have to assume from these responses that the pin behavior is not supposed to function while objects are moving. But in this case, what is the purpose of the behavior at all? Aside from scaling the size of the pinned object to its parent, I don't understand what it could be used for, conceptually speaking, besides moving objects.

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  • That seems to have successfully fixed the problem.

    For anyone else who has a similar issue in the future, make note that the condition block has to be set as an 'or' block to add "mouse click on object" as a second condition. From there, I added a sub-event to check whether the arrows should be activated, not just visible.

    Thank you, lionz!

  • The problem you are seeing is that you've used a tap gesture which isn't always simulated well with a mouse click so sometimes it doesn't work.

    Ah, I wasn't aware of that. I will add a mouse click itself as a condition and see if I reach the behavior I expect.

  • This is kind of a complicated question.

    My project involves the player standing on the bottom of the screen. There are two platforms above, one to the left and one to the right. Depending on what direction you indicate, the platforms move to simulate jumping up to them. For example, if you choose to jump right, the right-upper platform will move itself under your feet, and the left-upper platform will move offscreen and be destroyed. Meanwhile, other platforms move from above into the proper place to replace the platforms that moved downward.

    The intended behavior is that the arrows to select which direction you'll jump will disappear upon being pressed, and then will reappear when the platforms have been reset and put in place for the next jump.

    However, the arrows in my project are appearing a split-second before the jump is able to be repeated. Even though the events related to moving the platforms are triggered only by pressing the arrows, for a brief period they are visible but do nothing when pressed. If you wait a bit, the arrows function correctly and trigger platform movement.

    I cannot figure out why the player's ability to jump is delayed for a bit after everything seems to be ready. Moreover, even after testing some things, I'm unsure of where the problem lies, exactly. The tweening of the platforms? The visibility of the arrows? The order of events on the event sheet?

    The project file is linked above, and I would very much appreciate anyone who has guidance on this.

  • Try here. It seems free to download and makes no mention of a license requirement.

  • Are you asking how to turn off the adblocker you're using?

  • Have you tried using a function and calling it for each object?

  • I was doing some research on Google admob recently, and got the impression that you can't actually add the ads until the app is published onto a storefront. That seems really backwards to me, so somebody who knows better is free to chime in.

  • No problem! Some other tips that may help you down the road:

    Sub-events can help when the behavior you're looking for gets more complex.

    Blocks of conditions can be changed from "and" to "or."

    You can create categories/groups and comments in the event sheet for much better organization. It really helps productivity when there's not a giant page open the whole time.

  • Try the condition "cursor is over object" with the mouse and set the variable from there.

  • In the event conditions, try adding another condition like "Number of tickets is greater than zero." Then when the number of tickets reaches zero, the actions won't run.

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MindBeams

Member since 27 Jan, 2023

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