Megabeard's Recent Forum Activity

  • That worked! Took you minutes to figure out a problem I couldn't solve in hours. <img src="smileys/smiley36.gif" border="0" align="middle" />

    Thanks for the help!

  • dl.dropbox.com/u/42313097/Boss%20Man%20V77.cap

    The problem I'm having is in the event sheet for the first level.

  • I can post the cap if anyone thinks that'll help. Like I said, I'm at a stage where I'd prefer not to in my game, but I'm dying to get this fixed and nothing seems to work. :/

  • So is nobody sure how to fix this? I may have to insert seperate sprites instead of mirroring it through construct, because I suspect that's what's causing this.

  • Yeah, I just double checked now to be sure, and for some reason, no matter what my character is doing (Be it jumping or running etc.), when facing left, the projectile always comes out slightly lower than on the right. Very strange...

  • Thanks for the response R0J0hound.

    When I add "Play current animation", the elevator plays the open animation, but now instead of skipping an animation it just stops there and seems to ignore the other events.

  • At the end of my level, in my platformer, I was hoping the player could approach an elevator, and hit the spacebar, prompting an animation that would show the elevator opening, the character getting in, then the elevator closing to finish things up.

    But I've had major problems trying to make this work. It all goes well up until the end of the animation where the elevator has opened. From there, it just ignores the part about closing and where the character is supposed to look like he has gone in. It just goes straight back to the "Idle" animation I had set up where the doors are closed.

    I figured the problem had to be my "Animation Finished" event, which sets it up so that once the "Elevator open" animation finishes playing, it'll go to a completely different group and specify events for closing the elevator door and having the effect of the character going inside of it.

    Now as I said, this part of what I was hoping to do always gets ignored for some reason. But I know it's not the group which isn't working, because within that group I still specified the closing out of the level, which still works. It's just that certain parts, the closing and the character hopping in are completely omitted somehow.

    I'm at a stage in my project where I'd rather not post a .cap of this, but I will post a screen cap... hope that helps.

    <img src="http://i40.tinypic.com/241tp47.png" border="0" />

    Note: The 6th event has nothing to do with my issue, it's just inconveniently placed. <img src="smileys/smiley36.gif" border="0" align="middle" />

    A couple of other things I should bring up:

    • I unchecked loop in the animations for the elevator on all of them.
    • I have an "Idle" animation for the elevator since without any behaviors for it, I couldn't think of any other way to keep it looking like a closed elevator until the other events came up. I'm still not sure if that's an issue or not. <img src="smileys/smiley5.gif" border="0" align="middle" />   
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  • I must have screwed at some point in my events then, since I unchecked loop. Oh well, back to the help section I guess. <img src="smileys/smiley36.gif" border="0" align="middle" />

  • Is anyone else having problems with their "Animation Finished" event? No matter what I do, the system pretty much ignores it when I try using it. Spent hours trying to figure it out to no avail.

  • It's working well for me so far. I downloaded the .exe for the older version just to be careful though.

    Also, thanks for the info Lucid.

  • I'm having a bit of an issue with image points in my platformer. I have a power up in the game that gives the player a weapon which shoots projectiles, and like in the Ghost Shooter tutorial, I figured all I would have to do was set the image point to the weapon. But whenever I have the player turn to the left (Thus mirroring the sprite), the projectile comes out at the wrong spot. It's not off by an awful lot, mind you, but it is quite noticeable.

    In addition, whenever the character does completely different animations (Like jumping for instance), and I have them shoot at the same time, the projectile comes out of their face. <img src="smileys/smiley36.gif" border="0" align="middle" /> I suspsect that's not an issue and just means that I have to make an image point for the jumping animation and account for that in my event sheets, but the first problem seems like a very odd issue.

    Any help would be appreciated. <img src="smileys/smiley1.gif" border="0" align="middle" />

  • Very nice, thanks for the upgrade!

    Just wondering, but if I start using this for a project I'm well into, will certain things not work correctly like how you see in much older builds of Classic?

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Megabeard

Member since 30 Jun, 2011

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