Steven's Recent Forum Activity

  • The complete opposite of what I meant! But perfectly set up to achieve what I wanted. I wanted it so the player had to press the button for each and every wall jump, and your example there, when changed to "key pressed" worked like a charm. I knew it would come down to merging the two directions into on event tree.

    Thank you very much Citnarf, highly appreciated! This has been gumming up the works in my game.

  • I am having trouble with my wall jumping.

    http://dl.dropbox.com/u/1487524/Scirra/WallJump.cap

    This cap shows where the issue is. The problem arises from the event "On player 1 pressed jump". If the player holds down the jump key from the first wall jump, the second wall jump will trigger. It is only when it gets back to the original wall that it stops.

    So, the 'key pressed" event is triggering if it is still held down from the previous "key pressed" event.

    I have made a few attempts at getting around this, using PVs to check the key has been released, this works a bit, but still fails the first time a wall jump is performed on each direction.

    Anyone got any ideas on how I might get around this situation?

  • That is exactly what I did to get it working NugMan, hope it helps.

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  • <img src="http://dl.dropbox.com/u/1487524/Scirra/Error.jpg">

    Hey chaps, I just this rather frightening issue occur.

    I have managed to get around it by opening a new construct window, saving in that, and then returning to the one giving the error to save.

    Just in case this happens to anyone else I thought I would mention how I got around it.

  • How many particle emitters do you have at one time? How big are your sprites? How many sprites do you have at any given time?

  • This is something I have wanted for a while actually. Combining all the complete plug-ins into the main build of construct.

  • Your problem is stemming from event 18 in the enemy event sheet. If you move the action positioning the enemy to the ladder up events 13 and 14 it seems to fix the issue.

  • The way I make values that toggle goes like this.

    Sprite-- set value to-- 1 - Sprite.value('value')

    With this the value will always be 1 or 0, so you can set the visibility to 1=on 0=off. Or doors 1=open 0=closed, etc. Very handy to keep this one in mind.

  • I have thought about this before also. I think it is a bit awkward until(If) we get some sort of event sheet import ability.

  • <img src="http://dl.dropbox.com/u/1487524/Scirra/Issue1.png">

    Hey guys, I have just noticed that this particular issue. I am using inherit layers, and on some of the layers themselves, there seems to be a big offset between the graphics and the selection area. As seen in this image. Have I got something wrong here?

    Edit- just to be clear, the sprites in the top left corner are moved and selected by the rectangles in the bottom right corner.

    Edit 2 - Cutting and pasting the objects in question has returned them to normal.

  • Should this not be posted on the front page/tutorials section?

  • Yeah, enough to hire two staff (so far) and move into an office. Not too bad, not too bad at all.

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Steven

Member since 18 Mar, 2009

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