InDWrekt's Recent Forum Activity

  • Have you tried giving the platform the jump through behavior?

  • You can add all the items into a container and set the select type to all. Then all items in the container will be selected when you select one and they can be moved but containers can only have 1 copy of each object in them. Also, this option causes all items in the container to be created and destroyed at the same time in gameplay which may cause other problems for you.

    I don't know of any other ways if there are any but these are a couple ideas for you.

  • You can add the items to a family then, when you want to move them, select the family name in the project dialog. This will select all items in the family and they will all move in the editor. Of course this only groups like objects (sprites with sprites and text with text.

  • On your slimes platformer behavior, you need to uncheck the "use default controls" parameter.

    Unfortunately, I'm posting from my phone and not in a location where I can send it but, all you need to do is, move all behaviors and instance variables you want the family to share, from the slime to slime_family. Then replace slime in every event and action with slime_family. Treat the family like it is a sprite.

  • You project is still marked private. You need to give access to anyone that has the link.

  • Can you post the project? It would be easier for someone to help you.

  • When I clone the slime object, it is copying all the values that are found in the original. I don't think that is the problem you are having. I believe, that the issue is, your events are coded to the slime, not the family.

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  • Scratch my previous post and just do this:

    As I said, there are better ways to handle what you are doing and I didn't plan looking into it further but decided I'd just play with it for a second. That last event should do the rotation part of what you are trying to do with all the button press events you had.

  • All of your events are firing together. There is no condition to stop the individual button events firing at the same time as the multi-button events. E.I. - When you press W and D, the event for just W, just D and both W and D all fire causing your character to rotate for all these events at the same time. There are definitely better ways to handle this but given the events you have, if you just order them this way (notice the else statement which ensures the events won't fire over each other) you should see the result you are looking for.

    Put the double key events first so the single key events don't get caught first and block them.

  • To be able to help you, we need to have access to the project, not the exported game. Save your .c3p file to an online hosting platform like dropbox or google drive, make it sharable and past the link into a forum post. Then we can download the project, open it in Construct and see what is going on.

    I noticed playing your game that the players origin is messed up so when you turn around the sprite changes position. It is so off that if you walk next to a wall and try to turn around, you wind up in the wall and can't move. This only happens when using wasd, not the arrow keys. The arrow keys don't turn the character, they just move it.

  • I prefer the power of outside animation software. I use Krita for pixel and traditional animation and Spriter for 2d skeletal animation.

  • You just need to copy the link and put it in a post.

InDWrekt's avatar

InDWrekt

Member since 19 Sep, 2011

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