GuttyKreum's Recent Forum Activity

  • 1. You need to change the speed that the animation is playing for 'Sprite' to '0' from the animation editor. Currently it is set to '5' which is causing the issue.

    2. Unfortunately I am unsure about this one. I know that setting an object to be 'Global' prevents it from being destroyed at the end of a layout.

  • To clarify the title of the thread:

    I have a family called 'Enemies' which contains all of the sprites for monsters in the game. Each monster sprite has an instance variable called 'Onhit' that when changed to '1' causes an animation to happen among a few other things such as spawning a damage number sprite.

    I want to slim my code down (I made code for a bullet colliding with every single monster sprite which lead to a lot of events) and make it so when a bullet overlaps anything from the 'Enemies' family it changes the instance variable of the specific monster that was hit ('Onhit' to '1').

    If I do something like:

    'Bullet on collision with (family)Enemies'

    Any action that occurs as a result of that will affect every monster sprite that is within the 'Enemies' family.

    Thank you.

  • Thanks! Worked perfectly.

  • I am using the following code to display text one character at a time every 0.06 seconds.

    I want a sound to play whenever a non-space character is displayed but do not know how without something potentially super complex.

    Thank you.

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  • Thank you very much!

  • I have a projectile fired by a sprite that I am looking to have destroyed when overlapping any object that has a solid behavior as opposed to naming each object one by one but I can not figure out how.

    Thank you.

  • Thanks for the quick replies.

    I went with:

    -'Switch Triggered'

    --'Platform' Jumpthru = enabled

    --'Platform' Solid = disabled

    --'Player' platform 'Fall Through'

    --'Platform' Jumpthru = disabled

    I tried doing it by moving the player 1 pixel before I made the post; however, I had made the player move down a pixel instead of up. I see what I was doing wrong now.

  • I have a puzzle setup that requires making certain blocks invisible and no longer solid when stepping on switches and other blocks solid and visible. While the player (platform) is standing on a solid block and it becomes not solid due to a switch being toggled the player does not fall down where the block used to be until I jump or move off and back onto the area where the block was solid.

    Is there a way to have the player fall when the solid block it is standing on has its solid property set to disabled?

    Thank you.

  • I didn't know that condition existed, thank you for guiding me to it.

  • I have 3 of the same object (Mushroomcrab) in a layout and I need another object (Bosscrab) to go to the closest one to him. The one enemy has a Line of Sight behavior and is supposed to move toward one of the mushroomcrabs depending on an instance variable however it will always attempt to move toward the first mushroom crab that was placed on the layout rather than the closest one.

    Is there a way to have the Bosscrab move towards the closest Mushroomcrab rather than the first one placed on the layout? Will I need to use the UID for objects to achieve this?

  • Thanks for the information, the every tick has been removed.

    I am a noob. Another object had the scrollto behavior enabled.

  • Greetings again!

    I have attached a picture of the group for the camera (scrollto behavior) when focused on the main Player sprite. I have an action that disables the group and changes the Goocontrol variable to something else and the camera will proceed to move to the appropriate other object. The issue is that the project never seems to want to let the Player sprite out of sight. When I move the new object that the camera is following further and further away from the Player sprite the scrolling will eventually slow to a crawl, leaving the Player sprite just barely out of sight and the object that the camera is now following out of sight.

    When the camera is following the Player sprite it functions fine.

    Thank you.

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GuttyKreum

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