KFC's Recent Forum Activity

  • A new question appears: why didn't I try this before?

    Thanks.

  • What's the best way to make every single instance of a sprite do an action when the main character is near that sprite?

    Simply having:

    Character x < Enemy.x + 100

    Character x > Enemy.x - 100

    ----------------set Enemy X to Enemy.x + 1

    would make every instance of Enemy move if the Character is 100 pixels in front or behind of the first Enemy added to the layout.

    It doesn't check the conditions for every instance of Enemy individually.

  • Upload your capx file not your game.

  • What exactly happens if you don't add the keyboard events?

    Upload your .capx and I'll see what I can do. EDIT: Tomorrow.

    Hopefully I'll be able to explain the steps to you.

    Also:

    Use sub-events when you need to use the same event multiple times.

    Put your events as subs on groups to add them to the group.

    I used two different animations for the left and right animations because I made that prior to the r69 release. You can use the mirror property.

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  • The keyboard events are here because, most likely, you set on key press set animation to "walk".

    Without the keyboard events as sub-events under Platform is falling, pressing the left or right arrow keys in air will result in looping the walk animation.

    You need to take in account all the possibilities that can occur during each step of action where you need to change the animation of the sprite.

  • Actually the 1 pixel difference was most likely caused because I forgot to edit the collision polygon for the sprites.

    Pixel rounding didn't seem to help much, but it is funny how they both always spawn at the same position, even if it is at 311.1045.

  • Thanks.

    It would be nice if it was constant at 311, but 1 in every 10 jumps sprite.y stops somewhere in between 311 and 312, adding up to 4 decimals.

    I guess it can't be helped.

  • So I have two sprites of the same height.

    I've added the event Sprite1 on collision with Sprite2 and the sub-event Sprite1 Y = Sprite2 Y.

    The action is Destroy Sprite2.

    Shouldn't walking with Sprite1 into Sprite2 on the same platform (same height) trigger the event?

    Example:

    http://dl.dropbox.com/u/35440583/Height_Test/Height_Test.capx

  • That's exactly what I did (plus added the arrow keys are down condition) and it works fine for me.

    <img src="http://i297.photobucket.com/albums/mm206/KillerFromCro/falling2.jpg" border="0" />

  • You have the condition "Is playing" under the Animation section.

  • Basically what you want is to test what animation was playing prior to the sprite falling.

    So, if the jump animation was the default one, play the default fall animation; if the jump animation was mirrored, play the mirrored fall animation.

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KFC

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