deadeye's Recent Forum Activity

  • Thats pretty clever. Still dosent work when having more than one Gomba though. Is it even possible to have diffrent private variables for instances?

    Yes it is. There must be something else going on with your events. Upload your .cap.

    Edit:

    As for the bricks, you could run a routine that changes it's y pos over time up a few pixels, then down a few pixels, but you won't be able to make any simpler event system than if you just do it with animations.

  • Lol, it's funny because the only thing I ever used the editor for was importing graphics and placing image points and the hotspot haha.

    ~Sol

    Same here.

    Or, of course, making colored boxes or circles just for testing things out.

  • Instead of "direction" being set to either 1 or 2, have it set to -1 or 1. That way you can do this:

    +On collision between goomba and pipebottom
       -goomba:Set 'direction' to 0-goomba.Value('direction')
    [/code:3esth2tb]
    
    (That's "zero minus direction.")
    
    Instead of the sub-event with the Else condition you have there.  I can't tell without the .cap, but I suspect that Else might be mucking things up.
    
    As for bricks, I just did a quick mockup where I had two animations for the brick, "Default" and "bump."  For the bump animation I just copied the frame a few times, then lowered the hotspot 2 pixels down on the first frame, 4 pixels down on the second frame, 6 on the 3rd, 4 on the 4th, and 2 on the 5th.  I set the animation to not loop, and 24fps.  It looked fairly close to the original SMB.  You could always tweak it to match perfectly.
    
    [code:3esth2tb]
    +Mario hits brick
       -brick: Set animation to "bump"
       -brick: Set animation frame to 1
       -brick: Play animation
    
    +brick animation "bump" finished
       -brick: Set animation to "Default"
    [/code:3esth2tb]
    
    You could always work in the bump animation as a condition for bopping Goombas from below this way also.
    
    Edit:
    I agree with Sol, if you're still having problems, upload your .cap.  And if you're really using Physics for everything, I wish you luck... you'll need it.  A few people here (myself included) have tried using physics for platformers, and the results are always less than satisfactory.  It's a real pain to work around.
  • I've been thinking about making a series of beginner tutorials, but the problem is I'm so very, very lazy.

  • Dude, you've really got to name your objects. My brain hurts from trying to read your events. It's all Sprite, Sprite2, Sprite3, Particles, Particles2, Particles3, and none of your sprite icons look like their sprites.

    Anyway, I'm pretty sure I've got it fixed for you.

    http://www.fileshack.us/get_file.php?id ... ticles.cap

    I put the bullet-trails particle object into a container with the bullet, and removed (or rather, turned off) two of your events, particle spawn and particle create. I commented both. Seems to work fine now.

  • http://www.fileshack.us/get_file.php?id ... +thing.rar

    The .cap doesn't work any more, but luckily there's a compiled version in the .rar so you can see how it did work at one point.

  • Sounds a little strange. Maybe upload your .cap so someone can have a look?

  • Well, that I know. What Im asking is rather this: Object A(uid 54) is being shot by Object B (uid 43)(bullet), but instead of Object A being destroyed, I would like Object C (uid 86)to be.

    Would be usefull when you are using another object for collision checking.

    Edit:

    Ah, see. That's a little more specific.

    You can use containers for this, so that when one object is picked via conditions, another one (or more) is too.

    Here's an article on it:

    http://69.24.73.172/scirra/wiki/index.p ... Containers

    Dude, I totally forgot I even wrote that article.

  • You don't need to worry about it. Just do this:

    +enemy.sprite is overlapping bullet.sprite
       -Destroy enemy.sprite
    [/code:3gfu3e9d]
    
    Instance picking is handled for you.  Only the instances that meet the criteria of your conditions are selected for the actions that are in the event.  If all of your enemies are dying when only one is hit by a bullet, check the logic of your conditions to make sure you're not picking more than you need to.
    
    If you're still having trouble, post your .cap so someone can take a look.
  • You can do this easily with subevents

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  • If you don't loop the animation then it stops when it gets to the end. That's how it works.

    It makes sense if you think about it.

    If you don't want to have to bother with "Play animation" actions, then just check Loop, and set the Repeat To box to the last frame. You're still going to have to Set Frame to 1 if you ever want to play it from the beginning though.

  • Bah, I prefer the runtime motion blur! To me that looks nothing like motion blur, because the main object graphic is still perfectly crisp. It's just a smudgy trail behind it.

    Smudgy trails are awesome, David is awesome

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deadeye

Member since 11 Nov, 2007

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