Mary Jane's Recent Forum Activity

  • Maybe he was abducted by aliens? <img src="http://i987.photobucket.com/albums/ae352/constructgame/fk.gif">

    <img src="http://i47.tinypic.com/ff6cn6.jpg">

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  • newt

    Thank you for the example. It helped me to understand Timeline object and I can already use it in my games. I've changed it a little:

    <img src="http://i47.tinypic.com/2ykxb3q.jpg">

    <img src="http://i47.tinypic.com/2db8n79.jpg">

    deadeye

    Great solution to create time in the application using Timedelta. The only thing I changed the private variable to global, because PV works only if the object already exists in the scene. But it must appear only after one second.

    <img src="http://i47.tinypic.com/2nlwvpd.jpg">

    Thank you all!

    If someone knows other ways of how to control time � write here!

  • Well there's the timeline object.

    Ill see if I cant make a cap that demonstrates.

    Oops! I didn't know about it... Is it a new object?

    I've tried to use it, but don't understand how to work with it...

    If you know could you make an example?

  • Many people ask me how I made the character's movement up and down with the ability to jump.

    Answer:

    I created sprite Base with Platform movement. Then I linked it to the Santa sprite.

    If we press up � private variables is increasing and Santa moves upwards. The same thing for moving down.

    Here are screenshots with the example of events:

  • Continuing the theme of how to make things easier.

    The second task:

    If we pressed ''Space'' a new sprite appears on the screen after one second, then it moves up (after 1sec), then to the right and then it's destroyed (after one second too). If we press �Space� again, the loop is repeated.

    I know three ways of how to create time countdown in the game that lets you manipulate objects.

    Method 1 (Variable)

    <img src="http://i50.tinypic.com/34yslxu.jpg">

    Time is created using Global variable.

    Method 2 (Function)

    <img src="http://i49.tinypic.com/29aply8.jpg">

    Time is created using the Function object.

    Method 3. (Animation)

    <img src="http://i48.tinypic.com/10fs1fn.jpg">

    <img src="http://i49.tinypic.com/15f6ij9.jpg"><img src="http://i50.tinypic.com/aa7q6p.jpg">

    There is a sprite in the scene named �Controller� with animation, and time counts due to this animation (1 frame per second).

    All 3 methods are absolutely working. By default, the sprite has enabled Destroy on startup attribute, therefore it's destroyed after run the application.

    If you know more simple and correct methods of creation time in the game, please write them in this topic.

  • It's great when there are many different solutions of the one task. When you combine methods you have the impression that play the logical game. <img src="http://i987.photobucket.com/albums/ae352/constructgame/ed.gif">

  • You shouldnt need the trigger once for those sub events. also you could put them in with the comparison. the On key pressed acts as a trigger once for all the sub events.

    Thanks!

  • Thank you very much!!!

    Your methods using variables are really working. I especially liked the ansmesnobody's solution:

    <img src="http://i48.tinypic.com/kapc9z.jpg">

    This is similar to my third method in the first post.

    I think the David's method is the best, because it consists only of 3 events and doesn't use any variables.

    <img src="http://i48.tinypic.com/8x63o5.jpg">

    It's really simple and works perfectly.

    Thanks! <img src="http://i987.photobucket.com/albums/ae352/constructgame/ew.gif">

  • if space is down

    - Set variable 'space' to 1

    if space is not down

    - Set variable 'space' to 0

    If space is pressed

    If variable 'space' is 1

    - actions - set space to 0

    I've tried your method, here is a screenshot:

    <img src="http://i47.tinypic.com/x3cqol.jpg">

    This method doesn't work or I didn't understand you... Could you make an example?

    ~~~

    on layout start disable the off group

    <img src="http://i46.tinypic.com/10ni5fk.jpg">

    I tried this but it doesn't work.

    1st method

    You first Disabled the "on" group yet it have to enable "off" group first.

    > Sprite: Set Y to Sprite.Y-64
    System :Disable group "on"
    System :Enable group "off"[/code:c16ns8cp]
    
    Should be [code:c16ns8cp]
    Sprite: Set Y to Sprite.Y-64
    System :Enable group "off"
    System :Disable group "on"
    [/code:c16ns8cp]
    

    I tried this but it doesn't work too.

    This is a cap file: download.

    Could you download it and make necessary changes?

  • The first method doesn't work because you enable the group "off" after running the first event, which means that the second event is run in the same frame as the first, moving it back before the screen is drawn.

    I understand, but how to force it works properly?

  • Madster

    Do you know why the first method doesn't work properly? May be it is a bug?

    I use the method with variables too, but I'd like to find the method not using any variables and easier than 2nd method.

  • And now for a question! how did you handle collisions? they work perfectly!

    If you mean collisions with boxes, when the bike collides with the snowy block, block is being destroyed and spawns particle object with one particle. This particle has block texture and gravitation (this is why it's falling so).

    I tried to use motion blur but background is very blurring because of the speed and it looks bad.

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Mary Jane

Member since 19 Jun, 2009

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