Kyatric's Recent Forum Activity

  • ex32: Or perhaps it would make more sense for you to look at videos made for your own language or labelled in English.

    If the video has a Portuguese title and is destined to Portuguese talking people maybe you're simply not the correct target for this video and should accept it instead of having crazy expectations toward the maker of the video ?

  • otherwise its useless

    It's not useless, it is for people who don't natively speak English.

    If you're looking for video tutorials in English, the tutorials section is already full of those at the category "Video-tutorials".

  • Once again a question of several conditions and how events work. Remember, events sheet is read from top to bottom.

    Event 11 and 12 will modify your animation if the event is true. If you are moving your character when taking a fatal blow, the platform behavior will carry the momentum on the next tick, so "On platform moved" will be a true condition.

    To those events (11 and 12) add the "Is Alive" condition check as well.

    Also, on oversight took place in the event 48 make the condition "Health <= 0" not simply "= 0".

    And this should work as intended.

  • You actually need to make some "state" to add as a condition in your "is falling" event.

    You can add a boolean "Alive" to your player object that will be kept true as long as it is alive. You can do the same by checking that Health's value is > 0.

    On the moment it dies, pass the boolean to False, it will make it so that only the death animation is played, entirely and not "short circuited" by the "falling"/"on landed" animation.

    See attached capx made in r189.

  • It's a problem with the GUI library used for Construct 2. For now Ashley does not want to get into the library itself, and probably won't at any time.

    This should be something fixed on a next generation of editor.

  • At least Aurèl got the donation counter going up quite quickly. Good job on being an overall nice guy, the chat loved you

  • Congrats on reaching Steam !

  • cranberrygame: Modified.

  • Sounds like you'd need a 3D engine.

    Good luck.

  • It is indeed possible but a bit tricky.

    Before you create the new cog (that will see all the actions after the action "Create object" applied to it) set a reference to the "original" cog object.

    To do so you can use a local/global variable in which you put the UID value of the original cog.

    Then, as a subevent after the new cog creation you use the system condition "Pick all" cog. Add also the condition "Pick cog by UID" and put the variable in which you kept the UID of the original cog.

    From now on, in that subevent all the actions apply to the old cog.

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  • sosensible, don't multiply topics on the same subject, and consider looking at the questions asked in the "how do I" topic if really you want to provide technical help.

  • Using FF 33.0.2 on Win 7 here, and I can see and type in the search fields of both manual and tutorials.

    I press enter to confirm my keyword search, and I'm taken to the result page.

    I admit there is no looking-glass or button to validate the search but as validating with the enter key works, I never felt it as missing.

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Kyatric

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