Asmodean's Recent Forum Activity

  • If don't have placed tiles on this position, there should no tile be there.

    You can control that by activating "Show Collision Polygons". Click on your Layout in the Project Window, then on the left in Properties there is a tab 'Editor'. Click on "Show Collision Polygons". Now you should see if there is any collision polygons on that tiles.

  • Works for me:

    drive.google.com/uc

  • I think you need to loop through all imagepoints and compare the distance to the part. Maybe there is an easier way.

    here my example:

    drive.google.com/uc

  • I think it's easier to use mid()

    You're right. It's much easier to understand.

  • You could try (with the string you want to search, the index of the character and char the character you are looking for)

    findCase(right(string,len(string)-index),char) in a condition and look if that is 0.

    Example:

  • Do you want to know the exact tile (0 or 1) that is overlapping the sprite or if the sprite is overlapping visible tiles at all?

    If you only want to know if the sprite is overlapping a visible tile, independently from the number. You need only:

    + Sprite: Is overlapping Tilemap

    -> ...

  • The ball sticks to a downward slope.

    Have you changed the collision mask to circle for the ball? Have you altered the collision polygon of the tiles that it resembles a slope?

  • What doesn't work. What have you tried? Can you give a c3p (capx)?

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  • My solution:

    with index=4, newCharacter="0", string= string to change.

    system | set string to left(string,index-1)&newCharacter&right(string,len(String)-index)

  • Trigger once isn't really necessary here. It prevents that this event is tested every tick. If the velocity is for example 'greater than 0', this event is triggered once and the action will be executed. Only if the velocity changed back from another value 'greater than 0' to 'greater than 0', it will be triggered again. Otherwise it will be ignored. The same for 'less than 0'.

    Those both events will work the same without trigger once, but will be tested every tick. So it's a teeny tiny bit performance save. You also don't need the else ,but is there for the same reason.

    From the manual:

    Trigger once while true

    Turn an ordinary event (which is tested every tick) in to a trigger. For example, if an event plays a sound when lives equals 0, normally this event runs every tick. This plays about 60 sounds a second and would sound pretty bad. Adding Trigger once while true after the other conditions makes the event run just once when it first becomes true. This makes the previous example only play a sound once the first time your lives reaches 0. It must be the last condition in an event.

  • Try:

    + Pig: Physics Y velocity < 0

    + System: Trigger once

    -> Pig: Disable Physics collisions with Box1

    + System: Else

    + Pig: Physics Y velocity ≥ 0

    + System: Trigger once

    -> Pig: Enable Physics collisions with Box1

    You could also put any platform with jump-thru in a family and use the family instead of Box1.

    Example:

    drive.google.com/uc

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Asmodean

Member since 31 Jul, 2015

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