LittleStain's Recent Forum Activity

  • if you select new project inside construct2 there is a template for infinite jumping, could be a good place to start..

  • What ramones said:

    your animationframes are not all the same size. If you put the origin of all frames to the bottom all issues are solved.

    Even better would be to pin your animation to another sprite with the platform-behaviour.

  • intances of the same sprite always have the same animations.

    If you set the animation to have more frames and set the speed to 0 you can change between animation-frames by using set frame.

    Load image from url loads into the frame the sprite is currently displaying, so if you want different images loaded make sure you load them on different frames.

  • You will have to use the touch plugin to make use of the information from the accelerometer and the inclinometer.

  • from the tips for posting in the how do I section.

    Please allow 24 hours for a response. Replying with "can't anyone help?" after 20 minutes could be misconstrued as rudeness, since it is impossible all our forum visitors could have checked the thread in that time. If you're seeing a lot of views and no replies, don't forget we commonly have more search crawlers (e.g. Google) indexing the site than real users, so the views count may be inflated.

  • Not a function exactly like that, but there are ways to check if there is a platform.

    You could choose to create coins only when platforms are created and only in the same (relative) position of the platform.

    An example:

    make an instance variable for the platform (coins)

    on platform created: set coins to floor(random(4))

    add a subevent

    sytem compare two values: platform.coins = 1 :

    • create coin at platform.x, platform.y-25

    and another

    sytem compare two values: platform.coins = 2 :

    • create coin at platform.x-(platform.width/4), platform.y-25
    • create coin at platform.x+(platform.width/4), platform.y-25

    and another

    sytem compare two values: platform.coins = 3 :

    • create coin at platform.x, platform.y-25
    • create coin at platform.x-(platform.width/5), platform.y-25
    • create coin at platform.x+(platform.width/5), platform.y-25

    This way they are also evenly placed along the platform.

    If coins is 0 no coins are created.

    Ok, I got a bit carried away here, the code might be a bit difficult for a beginner, but the best option I think is creating the coins on creating the platform, that way you can place them within the platform width.

  • You can set the size in the event sheet.

    So in the event mario changes to big mario - set playerbox size width :16 - height: 32

  • Probably the sprite's x-coordinate is never exactly 350.

    maybe you should check if the x-coordinate is between 352.5 and 347.5.

    or you could make sure the start coordinate of the sprite is exactly 0,5,10,15 etc. at start of layout

  • | is a logical OR operator

    put it between the animationnames and it might work.

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  • doodle jump

  • You only have to change two lines

    In the global sheet:

    Instead of blanktile add 1 to tilecount ->

    use system addto variable Tilecount 1

    And in the level sheet:

    instead of blanktiles tilecount = 2 ->

    use system compare variable tilecount = 2

    And it should work.

  • You are using instance variables, global variables and family variables.

    You are changing the instance variable and then destroying the instance while you are checking if the family variable is 2.

    You should either change the family variable in an action and check that or change the global variable and check that.

    you could also destroy the replacemanttiles at start of layout and system compare two values replacementtile1.count = 1 and replacementtile2.count = 1.

    It would be even easier if you made the replacemanttiles 2 frames of the same sprite.

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LittleStain

Member since 26 Apr, 2011

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