Yann's Recent Forum Activity

  • Actually, when I wrote the post, I figured out the 'condition is false -> no picking'

    And yeah the different behavior you get with a trigger was a little weird to me. But I think I get the reasonning behind it.

    Should it work differently?... I don't know yet, I'll think about it while using it more often (I still have the habits to emulate or with local variables hehe)

    And yeah it's a little confusing, so if I manage to come up with an idea to make it less confusing I'll let you know, although I guess you already put a lot of thinking into it

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  • probably (: you spoke in past tense but just in case to invert it's right click on the condition > invert

  • That's pretty simple, try understanding what I wrote and you'll just have to add the proper condition at the proper place (:

  • yeah it's self.AnimationFrame

    you know, every object property will appear after you type 'self.' so well... you just had to pick the one which made more sense, and seriously, rtfm (:

  • On Next pressed
      -> Sprite: Set frame to (self.frame+1)%self.Animationframecount
    On Prev pressed
      -> Sprite: Set frame to self.frame = 0 ? self.Animationframecount-1 : self.frame-1
    

    Should work fine

  • What you want to do is register the first non player hit

    This way, if the hat already hit something and it hit the player it can be destroyed.

  • +Keyboard: On Up arrow pressed
    +Sprite: Is overlapping ground at offset(0,1)
      -> Sprite: Set Physics impulse (0,-2) at image point 0
  • aridale

    I don't think that a combi texture would work, because you'd have to take into account all possible combinaison of height between the seethrough wall and the wall behind...

  • Ok this time I think it's a real bug

    After some tests, if I make a 'OR' block (Condition A or Condition B)

    if Condition A is true and Condition B isn't

    And if Condition B is a Sprite condition (like Sprite: [Invert] is visible)

    Expression like Sprite.X and Sprite.Y returns 0.

    I would expect to get the position of the first instance of the Sprite but it seems, since the condition involving the sprite is false, that c2 can't pick it so it returns nothing as if no sprite were in the layout.

    But the thing that is even more weird is that if I use a trigger as Condition A like 'On Start of Layout', the Sprite is properly picked

    Anyway, a capx should make more sense

    or&picking.capx

  • nClosest.capx

  • Alright, I hadn't tried this example, makes more sens when you interact with the little HTML5 logo.

    for 1 and 2 I'd say you can always play around with VelocityX and VelocityY

    They are vector component you can get and set as you want.

    for 3 you can dynamically switch the blocked door to immoveable depending on the context (eg: there's a fridge in front).

    for 4 apply impulse at angle angle(monster.X,monster.Y,sofa.X,sofa.Y)

  • Heptagono

    Add an instance variable in the slid_line object and assign different value to each of your object.

    This way you can pick the one you want.

    for instance let say you create the instance variable 'name' for your slid_line.

    +slid_line: name = "option2"
      -> System: set option2 to slid_line.value
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Yann

Member since 31 Dec, 2010

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