MindBeams's Recent Forum Activity

  • Have you already learned the basics yet?

  • I have a boolean variable that I'm trying to switch depending on its status when you press a button. However, using this setup it only switches one-way and will not switch a second time. Am I misunderstanding sub-events on a fundamental level with this?

    The project can be found here; the relevant event sheet/layout is "Options".

    EDIT: I think this thread might have the answer. Will test...

    EDIT 2: Yep, that was it. In case someone else ever runs into this problem:

    I didn't have an "else" block between the two sub-events, so the top sub-event changed the variable to false, and then the second sub-event immediately changed it back to true.

  • I'm guessing it's not intended for you to have a copy of the spritesheet in there like that? Either way, that worked. As I thought, a simple solution that I just failed to see.

    For anyone in the future: The icons in the editor don't change until you reload Construct.

    Thank you!

  • This seems like a simple thing to do, but I can't figure it out. When I create a sprite and upload the spritesheet, the full spritesheet is what gets shown in the editor/menus rather than the proper frame. This makes is very difficult to place the sprite where I want it. This does not happen consistently, and I don't know why. Is there a way to make the editor display the proper frame/animation of the sprite?

  • I have a couple suggestions of what you could try:

    First, maybe replace Ball2 in event 29 with just a regular ball, and make the ballonscreen variable go up when a ball spawns. Next, instead of the is onscreen/trigger once stuff, just test for when a ball is destroyed and decrease ballonscreen by one each time.

  • I see that ballonscreen never goes above 2, even when there are three balls on the screen. Perhaps that leads to the issue.

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  • After playing around with breakpoints in debug mode, I see that the ballonscreen variable is not always accurate. I will keep looking to see why.

  • I can confirm that the snake moves at a constant speed using a layer with 100% parallax and multiplying the Move To by delta time.

    Although I'm still not sure of how I would implement the Simulate Control action, given that the player character also has that. I'll look into the documentation to see if there's something I'm missing there.

    Regardless, thank you very much for your help!

    EDIT:

    Quick answer to my own question:

    Simulate Control works when you do the following:

    1. Uncheck "default controls" in the object's platform behavior properties.

    2. Make sure the object has not been set in the event sheet to ignore user input.

    I may have to fiddle with custom controls to make it as good-looking as Move To, but it does work!

  • To add some more details:

    I don't think it's the case that the snakes moving faster or slower are just an illusion caused by the screen panning. In my case, the snake takes less time to move across an area when the screen moves with it than when the camera is standing still.

  • Putting them on a layer with zero parallax does not seem to have worked. Additionally, if I move them with Simulate Movement, won't that mean I can't control the player independently of them?

    Here is a link to my project; the relevant layout and event sheet are labeled "InGame2".

  • If an object is moving one way, moving the player such that the camera pans in the opposite direction makes the object move faster. Likewise, if the camera pans in the same direction as its movement, it speeds up.

    Is there a way to prevent this, and to make it move at a constant speed regardless of the camera?

  • The documentation suggests that reordering sprites in the Z Order bar should affect the order in which they appear on the screen. However, moving them in the bar does not seem to be permanent, as they snap back to their initial order the moment I click away, even if I click the same thing again.

    For example, I click on the layout to make the bar show all instances. A tree sprite is currently in front of the player, so I drag the player up. Clicking the layout again just makes the player sprite go right back to where it was before.

    Even bringing a sprite to the front with the "move to top of layer" action doesn't seem to move the sprite to the front at all.

    Perhaps I am misunderstanding how the Z Order concept works.

    In case it's necessary, the project can be found here.

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MindBeams

Member since 27 Jan, 2023

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