Calfuso's Recent Forum Activity

  • Reseting the bars and dialogs worked, thanks.

  • I would like someone to make Sprite 43 in my project, default animation work. It currently doesn't and neither does any of the other sprite 43s animations when you actually play the game. The animation works in the animation editor but not when you play the actual game. Go to Layout 5 for testing. Sprite 43 should be there rigth off. Event Sheet 4 is the used Event sheet. I know that my project takes up alot of memory but i don't know what i can do about it. If someone knows a way to decrease memory size alot other then removing every single sprite that you don't need say it. So if me projects size will be main reason for nobody to help me whit this tell me a way to make my project take up less memory instead of not answering at all. I can't make a new empty project only to showcase the problem since i have copy pasted Sprite 43 into a new empty project and the animations work there so the problem is only in the project itself. I really want Sprite 43 to be able to have animations so please help me whit this.

    https://www.dropbox.com/s/cgjoxxp3ltb34 ... .capx?dl=0

  • I can't find the object and project bar anywhere. I have tried docking and undocking it but it still doesn't seem to be anywhere. What should i do?

  • Okay now i have decreased so the layout size of all layouts so there is no layout whit 1000000 width and 1000000 heigth anymore anymore. So now everything is going to work for everyone. All the layout have the exact size they need and nothing else. I am going to ignore the answer after the comment that talked about this in case it also is talking about that. So i am only reading answers posted after this post. So even if that post was a good answer still post new ones or re post that post if it wasn't talking about the layout sizes having 1000000 in width and heigth.

    https://www.dropbox.com/s/tzaj7b6f6kijk ... .capx?dl=0

  • I thaugth that you used the set angle Sprite.Angle to make a bullet sprite move towards a sprite but it still doesn't do that. It seems more like it moves in the Sprites angle rather then it's position if you use that. I tried using Sprite.X, Sprite.Y and both at the same time but the bullet sprite still doesn't move towards the player. It doesn't seem to be a Sprite.position in the Sprite.Angle options so how do you make it work? I know that the way you make a bullet sprite move towards the player is different depending on if it's not spawned from a sprite whit the turret behavior and if it is spawned from a sprite whit the turret behavior so i would want to know how you make it work whit both.

  • I said everything as clear as possible nad yet none replies. What,s the problem?

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  • How many animations are you starting in what way on wich conditions?

    I am only playing one animation at a time.

    I don't think this can be solved whitout somebody looking into my project. So i share my project now. The sprite that animations doesn't work on is Sprite 43. The animation you should make work is Default. Hopefully if you can make that one work the rest will also work and even if they don't, making one work is a good step forward anyway. Test in Layout 5. The Event Sheet that is used is Event Sheet 4. Try to make teh Default animation play when you play Layout 5. The Default animation Sprite 43 has from the start is the animation Default. My project takes up alot of memory and can be considered to have alot in it so now you know that and don't have to say anything about it. I have tried to make everything as clear as possible. I would be happy to know when somebody has begin looking at the project rather then when somebody has solved the problem.

    https://www.dropbox.com/s/cjo0zhtilhfvw ... .capx?dl=0

  • What i mean is how you make a sprite rotate but still be able to keep one of it's image points at the same place as you selected it to be on the sprite. When the sprite rotates, so does the image points. I want the image point to be at the same place as it was when the sprite didn't rotate and not get affected by the sprites rotating movement.

  • Send me a screenshot of your construct sprite editor with the animations.

    Here is a picture of the properties of the animations.

    https://s32.postimg.org/kg35q18kl/2016_ ... apture.png

  • condition: Key is down

    condition: Trigger once while true

    action: set animation "animation",from the beginning

    I did that and it doesn't work anyway.

  • You are probably calling the action 'play animation' each tick.

    Would you do something like this ...

    condition: Key is down

    action: play animation "thing" from the beginning.

    'Key is down' is not a trigger. It is true as long as that key is down, so it is true a lot of ticks in a row. Each tick it is true, the animation starts to play from the beginning. And you see only frame zero. Just make it a trigger this way.

    condition: Key is down

    condition: Trigger once while true

    action: play animation "thing" from the beginning.

    A key is down event means that i need to choose a key to be down. Does that mean that i need to hold that key all the time to make this work or just hold it once to make it work or not hold it at all? I can't find a play animation from beginning option in possible event or actions so i choosed the action start animation instead. And it doesn't work if i hold the key all the time, doesn't hold it or just holds it once. If i did something wrong on the play animation part, what should i put there instead?

  • Becuase when you give a sprite the bullet behavior and the rotate behavior it only rotates and doesn't move like a bullet sprite usually does. So how do you solve it?

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Calfuso

Member since 23 Jun, 2015

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