SullyTheStrange's Recent Forum Activity

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  • Thanks, that clears things up. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Let's say we have a vague situation like this:

    Condition 1

    -- Condition 2 -- Wait 1 s

    ---- Condition 3 -- Action

    If Condition 1 becomes false AFTER the wait is triggered, but before the time is up to move onto Condition 3, will it still move on when the time is up?

  • db.tt/p9xWaV6R

    How's that? It took a couple events and an array to make it happen, but it seems to get the job done. As far as I can see there's no way to make the main cursor invisible, though...

  • Use double quotes. So if you want the output to read:

    He said "Nice!"

    you set the text to:

    "He said ""Nice!"""

    Kinda confusing to keep track of all the double quotes, but it works!

  • Right now, there's no image editor in Construct, no. I'm not sure if that's going to be included any time soon, so external editors are the way to go for now.

  • Haha, thanks. I do what I can. <img src="smileys/smiley1.gif" border="0" align="middle" />

    I think it's a bug, but I thought it was addressed a while ago which is why I thought updating would fix it. And, actually, it could be dealt with more easily by changing the collision polygon for the GROUND instead of the character... one change compared to potentially dozens or hundreds. <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Haha, I thought of the other game at first too. <img src="smileys/smiley17.gif" border="0" align="middle" />

    I like the background art, very cool looking.

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  • Yeahhh, sorry if I implied I fixed that. I didn't. <img src="smileys/smiley9.gif" border="0" align="middle" />

    db.tt/oPFExVJq

    Now I did! <img src="smileys/smiley4.gif" border="0" align="middle" /> All it takes is changing the collision polygon a teensy bit at the bottom. I also fixed the jump animation, 'cause as it was he'd be running midair while falling.

  • (I dunno if you saw my edited post, you posted right before I did that. <img src="smileys/smiley5.gif" border="0" align="middle" />)

  • Well, the problem with disappearing upon turning left should be fixed in the newest release from earlier today. If you redownload C2, you should find that that doesn't happen anymore.

    Actually, the 1-pixel-floating thing might be fixed too when you update depending on how old your version is. Either way, I'll take a look and see if I can come up with anything else.

    EDIT: Well, I helped remove a bit of the "jankiness" as you call it. <img src="smileys/smiley17.gif" border="0" align="middle" />

    db.tt/oPFExVJq

    He no longer jitters around while running, and the animation works properly now too. For the jittering, you have to make sure that the origin point of each frame in the animation is set to the same height. You can see it by going to "Edit animations", then click on the "Set origin and image points" button towards the top left. If they aren't lined up right, you'll get that sort of result.

    And for the animation playing properly, remember to set it to looping by clicking the animation name and setting Loop to Yes over on the left. <img src="smileys/smiley2.gif" border="0" align="middle" />

  • My first thought is that the problem's with the collision polygon. If the original sprite itself is transparent, rather than edited in C2 to be transparent, it might set the collision polygon to nothing. Try looking at that and seeing if that's true.

    Otherwise, you can always change the sprite's opacity within C2 instead of in an outside program.

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SullyTheStrange

Member since 26 Jan, 2011

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