Carbincopy's Recent Forum Activity

  • on event create object at location

    wait x sec

    destroy object

  • using line of sight set pathfinding disabled if within range and enable when out of range.

  • very good question.

    I know you can set borders that are 90 degrees but event then it still likes to cut corners some times.

    it all comes down to cell size and cell spacing.

  • I was reading the 2 statements and fill the same way if is not mirrored / set not mirrored are conflicting statements should not be needed.

    also where x-22 and x+22 should be set to image points as to whether the player is over right or left.

    because you have conflicting is greater X-22 and is less then x

  • Depends on how you want to pick them up and move them. You could use drag n drop behavior.

    with pin behavior on event unpin

  • with that said object name = door1, door2, and so on. create object at door1 image point on layout

  • I have not played with particle spawn, but I would think it is like any animation if you need it to go another way. you would need to invert the event.

    is facing right normal

    is facing left inverted

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  • on event complete = set object active / set unlock level = true

    can be level based, score base or object based

  • Edit 2: Here is your .capx with my mods. https://www.dropbox.com/s/chqv50gbic7ry ... .capx?dl=0

    here is the issue i see. door transfer = 1

    but the code says door transfer=0 and door transfer=2 you never set it to one.

    you do not need that code in your game as you are using.

    player is over lapping door and on gamepad down goto level.

    you might how ever want to add is overlapping imagepoint so player has to be in the middle of the door.

    that will make it work without all the extra code you have added.

    as for my doors they are more advanced as you have to interact with them

    open = can enter room/level

    closed = do nothing when overlapping

    locked = do tasks before you can open door

    unlocked = lock before doing event.

    on level remember door states (opened, closed, locked and unlocked)

    on enter level set door state compared to door on other level

  • presist is a behavior you add to objects to keep them active even when off screen and so they remember their state.

    as for my doors I made a Maniac Mansion clone where doors open and close, lock and unlock and open when some one passes through the door at another location.

  • Hello, I have not looked at your .capx yet. I will later when I have time.

    I use on event collision with door create object at location on next layout. and use variables is open/close to check if door is open or closed. I also had to add presist to open object so it remembers if it was visible or invisible when player returns to the layout and also if the same door on layout 2 is open or closed when the other door is opened.

  • yes! that would work. Is drag, on drag, on mouse overlapping any event attached to the object.

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Carbincopy

Member since 27 Nov, 2015

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