C-7's Recent Forum Activity

  • \/\/\/ blackhornet's response is the correct one.

  • He means you need to have some sort of variable or way to keep track of what the last room/door was. So right before you change layouts, set a variable to either a value of your choosing or the layout name if you don't have multiple doors between two rooms.

    Then, on the start of your layout, check what that location variable is set to and reposition the player based on that. This is an excellent place to use sub events for good organization.

    So On Start-

    If location = a, set position to whatever

    If location = b, set position to a different place

    And so on.

  • Set Height would work, or you could give your invisible box a second frame the size you'd like it to be. Then you can just toggle between the frames for crouching/not crouching.

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  • Ashley's answer is still valid. Computers produce small rounding errors all of the time. You have to deal with them. If you are basing your animation on VectorY=0, don't. Check for < 0.1, or something like that.

    It isn't an issue for my project, but the vector values can be significantly off.

    I'm not using vectors to determine things in my game, but even <0.1 would miss it--it's over 3.

  • I downloaded your file and checked my project, and it's completely true. The perpendicular vector value does change once you reach your maximum speed in any direction, though it doesn't actually move the player in that direction. This really looks like a bug.

  • My first game!

    I started on Dec.26th, and have this as my demo level. Most of the animations are very limited at the moment (walking only has 2 frames).

    You can pick up different swords, and use your shield to push back the drones! (still troubleshooting why sometimes they bounce THROUGH you).

    Congrats on starting your first game! It's a great experience that teaches you a lot. You have a good start with your art too. Keep it up!

  • You can also use cpuutilization to show your cpu use on screen.

  • Mortar Melon, The Next Penelope, Airscape, Cosmochoria, and Star Nomad 1 & 2 have all released on Steam and other big marketplaces off the top of my head. I'm not sure how much they actually sold, so maybe not blockbusters, but really good games with big releases nonetheless.

  • The pin behavior should work (admittedly I've never used it). Otherwise, just set the position of one object to the other every tick.

  • Try going to File>Preferences>Misc and uncheck "Cache icons in editor for better performance". That's the typical culprit for this because it bumps up against (and through) Windows' object limit. This only really happens on projects with a lot of objects in it because of all the different-sized icons and such loaded for it. It'll make editing events and such a touch slower depending on how big your game is, but rock-solid stable.

  • The most likely problem is your collision polygons for each frame. Either make a polygon you like on your first frame, right-click on it and copy it to the rest of the animation OR (and this is my preferred method) have your character be just a rectangle Sprite with all of the code and logic tied to that. Then just attach a second object with all of your animations to that so your animations and logic are independent.

  • I'm away from my computer, but I believe it's System>Set Object Time Scale (and then restore)

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C-7

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