Pythagoras's Recent Forum Activity

  • Like I said, I was hoping there was some way I could make it family wide, so I wouldn't have to set up events for each individual button.

  • So basically I want to assign all my UI buttons into a single family, then handle things like hovering over them and pressing them with a single string of events. I have it set to change the animation frame if the cursor is over it or not. Problem is, if I move my mouse off one button, and on to another, the cursor is still technically over an object in my "buttons" family, so the first button stays highlighted.

    Anybody who's done something like this have some advice on the matter? I have a lot of buttons, and having to set up these events for all of them individually is impossible.

  • The events work perfectly! Thanks!

  • Oh yeah, I did that by mistake, and couldn't find a way to undo it, but if that fixes the problem then great. Where do I download the unstable version of construct? I can't find in the developer, or the downloads section.

    Well, anyway I separated the 2 animations like you said, but the animation still gets cut short.

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  • http://host-a.net/ivan_mage/animation_problem.cap

    Hopefully that helps.

    By the way, how do I upload files on this forum?

  • Thanks, that fixed my problem. However, now it's only playing the first 2 frames of the animation, instead of all 4 like it should. It seems to me like the animation gets reset every time the character moves to a new grid space, because it plays all the way through when I set the movement speed lower. Is there some way around this?

  • So I have 4 walking animations, one for each direction, and I want my character to animate when it moves using the grid movement behavior. So, my events for this look like this:

    http://i150.photobucket.com/albums/s117 ... roblem.png

    The animation plays fine when the player moves for the most part, my problem is, when the player stops moving, then moves again in the same direction, the animation won't play. It also won't play when the player moves initially at the start of the game, but if he stops then moves in a different direction it plays fine again.

    Anybody know what I'm doing wrong?

  • Awesome, thanks!

    I'll be bookmarking that page for sure.

  • Basically, I'm looking for a way to take 2 points (In this case, coordinates in an object's private variables, and the mouse's position) and return the direction from one point to another. I can't seem to find a way to do this in construct.

    Any ideas?

  • Ah, I just figured out why It wasn't working.

    2 things, the variable was set to number rather than text, and I was checking the collisions for the purely visual animated part of the player, rather than the square mask I'm using for collisions.

  • Hmm, I changed it to text, but it still only returns 0. I wonder what else I'm doing wrong.

  • Here's the cap file.

    http://www.mediafire.com/?kykye2zjizm

    And yes, sorry. It's setting the text, not the value.

    Also, your .cap file says it was made in a later version of Construct, even though I'm using the most up to date version from the website. Is there a beta out or something?

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Pythagoras

Member since 12 Apr, 2009

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