Nimtrix's Recent Forum Activity

  • Hi, welcome to the community.

    A ".caproj" file cannot be opened without the project files. You'll need to choose "save as a single file" to save the file as a ".capx" (a compressed file of your entire project), then share that file.

    Also, most of us use Dropbox here, it's fast and easy, with no ads or captcha tags etc..

    That being said, I'd be happy to have a look at your .capx.

  • Add another condition "is animation playing" to the left and right animations and use the name of the eating animation in the condition.

    After that you can invert the event by right clicking, or by selecting it and pressing "I". That should stop the walk animation from playing, if the eating animation is playing.

  • Joe7:

    I could probably store the strings in an array, thanks for the suggestion.

    I want to store the levels in strings, because every string contains a value like "4|4|4|4|4|4|2|4|1|1|4|2|", where I use tokenat to seperate them and put them into an array. The array then defines how the level turns out. (unimportant)

    When starting level 1, I want to read the string "level1". The level will then be created according to the numbers in the string.

    Afterwards, I would like to increase my variable "current_level" to 2, and reset the layout. Then I'd like to read what's in the string "level2", in order to change my level without changing the layout.

    Hope that makes sense, thank you for replying.

  • First of all, you can't share a .caproj file on it's own, you have to either share the whole folder, or preferably, save as a single file (.capx).

    That being said, I'm not going to install any plugins to view your file. (Someone else might though)

    Now, for the charge. I don't know how the Megaman charge works, but here's how I would do it, hope it helps:

    ChargeBar.capx (r88)

  • Hey guys, I'm currently working on a game where my levels are made out of a different combination of numbers represented by a string.

    Global text level1: "xxxxxxx"

    Global text level2: "xxxxxxx"

    etc..

    I was looking to change levels easily by using a variable "current_level", and an expression like this:

    "level" & current_level

    Similar to this solution for layouts.

    However, the expression only returns a string "level1" and won't identify it as the global text level1.

    So my question is: How can I get the expression to refer to the strings?

    Am I missing something obvious here, or is this currently not possible? Also, alternative solutions are very welcome.

    Thanks for all replies,

    Nimtrix

  • What you are looking to do is currently not possible in C2.

    I guess you could make a new layout containing one of every object, but I find it easier to just keep the "unnecessary copy" outside the layout, sometimes with the "destroy outside layout" behaviour.

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  • Assertion failure: No default instance when creating object. You must have at least one instance of every object type in at least one layout.

    The answer to your question is in your error. You MUST have at least 1 of each object on one of your layouts.

  • I suggest waiting a week or two, and let us know if the problem persists and we can possibly look into it further.

    Tom:

    I have also been having slow download speeds since about the time this thread started. It took me about 40 min to download r88 the other day. (would usually take about 5 seconds)

    I have a 10Mb connection, live in Norway.

    Cheers

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  • Local variables are global variables that are only active under groups or sub-events, and can only be referenced inside that group or sub-event.

    Read about variables here.

  • If you spawn tongues, make sure you destroy them when they disappear. Then you can add a "System -> Compare two values" condition to your spawn event:

    TongueSprite.Count < 1
    
  • There might be some useful examples in the "Isometric" section of the FAQ.

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Nimtrix

Member since 30 Dec, 2011

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