CinderFlurry's Recent Forum Activity

  • I'm telling you, it's literally what I said.

    Player | Is overlapping PressureSpikes || Set animation to "Down"

    -----

    Player | X is overlapping PressureSpikes |

    PressureSpikes | Is playing animation "Down" || Set animation to "Spiked"

    ----

    PressureSpikes | Is plating animation "Spiked" |

    System | Trigger Once || Wait 2 seconds, Set Animation to "Default"

    ----

    I over complicated everything and fixed a few things. Now the only problem is, if I step on multiple plates one after another, they won't play the "Spiked" animation until the player is not touching any single one of the ones they just walked over.

  • I've already given the details for what I've done so far, that's all there is to it. I can't seem to figure out why it isn't working smoothly. There's far too many problems, from scratch is far easier at this point.

  • When you stand on the pressure plate, the plate will be pushed down. Once you get off the pressure plate, the plate will go back up, THIS TIME with spikes on it. The spikes will only last 2 seconds, and then it will revert back to the spikeless pressure plate.

    I've been trying to do this for hours, I just can't figure it out, I need a bit of guidance.

    I have three sprites. The default pressure plate, the pushed down pressure plate, and the spiked pressure plate. In that order, we'll call them "Default", "Down", and "Spiked".

    When the player stands on the plate, and it's playing "Default", we'll change it's animation to "Down".

    When the player is off the plate, and "Down" is playing, we'll change it's animation to "Spiked".

    If the pressure plate is currently playing "Spiked", wait 2 seconds and then play "Default" again.

    I'm not going to bother going into what problems I'm having, because there's too many to count. Please, please, please, if you can, create it from scratch and provide a Capx for me.. It's pretty simple, but I just can't seem to figure it out.

    I would greatly appreciate it. (Please add comments if you can too). If you need to know, the spikes kill the player instantly. Thank you very much in advance.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • There's a point in my game where I need to move the camera away from the player, to another point of interest.

    How do I go about moving the camera to a certain X co-ordinate without moving the player? I'd like to to be a smooth scroll to the point of interest, no immediate transitions thanks! ^-^

    Please be thorough with your replies.

  • Thank you very much. I can't believe I forgot something as simple as that v_v

    Appreciate it!

  • Okay. I know this is a stupid question, and for some damn reason I can't figure it out.

    Let's say I want to spawn the object on the layer titled "Decoration".

    Well, I type in Layer.Decoration in the Layer box, yet it says "Layer is not an object". If I type "Decoration" it says Decoration is not an expression.

    What am I doing wrong here?

  • any good as a starting point?

    https://www.dropbox.com/s/9sxapz6haa0p4 ... .capx?dl=0

    Thank you very much, it works perfectly. ^-^

    It's working now!

  • I can barely understand with the lack of punctuation and details in your replies :/

    Create two variables in what?

    How does any of this involve the FireDestroy sprite?

    For some reason, I'm unable to choose Particle - On collision with object, the option isn't there, so the only way to do this is to test collision with a sprite that is pinned to the particles.

    But, when I make an event "FireDestroy on collision with TileMap - Set 1 to instance variable; explode on Fireball 1 and Fireball 2" it applies the variable to every single particle's instance variable currently on the screen.

  • Your not actually picking anything specific with the on collision condition, your simply picking all instances of Fireball1 and Fireball2...

    If you set an X,Y at collision point and used a "is closest instance to X,Y var" condition as well, then it would pick the one that collided...

    Also you could make an instance var in Fireball1-2 called say... explode=0 and set it to 1 on collision for the colliding instance and then condition explode=1 when destroying...

    You could also look into containers and put both Fireball1 and Fireball2 into a container and then "pick" the whole container to fade/destroy and that should eliminate the problem as well.

    Can you please go into more detail with the X,Y Collision Point suggestion and the Variable suggestion? I'm having trouble following.

  • Alright, I'll tell you the events.

    Here's the key:

    Fireball1 and 2 are particle effects with the bullet behavior. They are each spawned on top of the other, so they're always together. Once they're spawned, "FireDestroy" will be pinned to one of 'em. Once FireDestroy collides with the tilemap, the particles will fade out and be destroyed.

    FIREBALL FUNCTION:

    On X key pressed : Set animation to "Fireball" (play from beginning)

    Player : Start Ignoring Platform user input.

    : Set "Player Animations" group deactivated.

    If animation "Fireball" is playing:

    Animation frame = 1

    Trigger Once : Spawn Fireball1 on Layer 5 ( Player image Point 1 )

    : Spawn Fireball 2 on Layer 5 ( Player image Point 1 )

    : Pin FireDestroy to Fireball

    : Set Fireball1 Bullet Angle of Motion to 270 Degrees

    : Set Fireball2 Bullet Angle of Motion to 270 Degrees

    On animation "Fireball" finished: Stop Ignoring Platform user input.

    Set "Player Animations" activated.

    FIREBALL DESTROY:

    (This will fade the fireball out over-time, so it doesn't go all the way to the end of the map and further, also makes it look nice)

    Fireball1 On created: Wait 1 Second

    Fireball1: Start Fade

    Fireball2 On created: Wait 1 Second

    Fireball2: Start Fade

    (This is when the fireball is destroyed upon colliding with Tilemap)

    FireballDestroy - On collision with TILEMAP: Set Fireball1 Bullet Disabled

    : Set Fireball2 Bullet Disabled

    : Fireball1 Start Fade

    : Fireball2 Start Fade

    : Destroy FireDestroy

    (The bullet is destroyed after fade)

  • That's exactly how it is, except in my case, I have the bullet to fade out upon colliding with the tilemap, which causes all fireballs on the screen to fade out. Any ideas?

    (it gets destroyed after fade-out in the behavior settings)

  • Nevermind, doesn't work. My bad : P

CinderFlurry's avatar

CinderFlurry

Member since 16 Jul, 2015

None one is following CinderFlurry yet!

Trophy Case

  • 9-Year Club

Progress

9/44
How to earn trophies