99Instances2Go's Recent Forum Activity

  • ** smiles ******** **

    You are right, layers lose there 'Initial' on layout change.

    ** Gosh, that was so difficult to say**

  • I am totaly lost.

    What are we talking about ? The layer visibility check mark in the Layout Editor ?

    Or the Initial visibility property of a layer ?

    Those are 2 different things, btw.

    When i use 'Initial visibility' ( a layer property, same logic as a sprite property), the layer is invisible on start and on restarting the layout.

    What do i miss ?

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  • Suppose that works. Although it is a bit weird.

    1/ plinkie suggested a Boolean. A boolean is type of instance variable. If you gonna create a global variable 4 everything, you will (seriously) end up with a no manageable project. Moment you have 2 types of menus, you gonna be lost.

    2/ This add 1 to menuopen thingie. I know why you did that. But the good practise way to do this, is just using 'else' in event 15.

  • On the other side the varying jump highs SHOULDN'T happen either....

    This is true. And yet i am a bit surprised. I tested this the other day, with the last stable release, and i could not find a substantially frame dependence no more.

    I did this while i was working on this:

    Aphrodite, accuracy is pretty perfect. It seems to me that jumping is now frame independend. (latest stable release)

    https://www.dropbox.com/s/i3h3w3lpw1idw ... .capx?dl=0

    On the other hand, there is few pixels difference between what i could predict and what i actuary could measure. I (for myself) concluded that is impossible to accurately get the jump height in event, with triggers. As you can see (i hope) the predicted values are way more accurate. Does this help you ?

    For the 'on wall'. That is so depending on the collision mask, mirroring and more things, animations ... etc. Really cant help without the capx. Also, and yes, when you jump of a solid platform, and you come close to that perform, there is a wall detected.

  • When i slam screen of my laptop on that keyboard, hitting both of us to to sleep, then when both wake up in the morning, we are still logged in.

    Must be your cookies, sir.

  • Why not something straightforward simple like this ?

    https://www.dropbox.com/s/sa7qr6bjf8eal ... .capx?dl=0

  • I think you misunderstand the 'is overlapping at offset'. You seem to think about it as 'is overlapping at a point'. In reality, the engine moves the Sprite to the given offset, checks if the Sprite overlaps (the whole Sprite with its collision polygones), and then moves it back.

  • Besides above comment. It is 'not done' to use different animations for 'left' and 'right'. Just mirror the sprite. If you wanna be 'political incorrect', thats ok, no problem. But. The moment you gonna use sensors (helper sprites), you will have to start over.

  • The expression Sprite.AnimationFrameCount.

  • Well. The thing is that the 'on end' is buried deep down under a bunch of conditions. This 'on end' is a trigger.

    That means, when 'it' happens, the normal top-top down execution of the events is halted. The trigger fires and executes its actions. Then we go further with the normal top-top down execution.

    Thing is, when you code a trigger as sub under a condition, the trigger first has to look up if it is allowed to run. The else is no sub, so the trigger cant really go up to its real parent condition. (in my eyes it should) Result: the trigger thinks it can execute its actions. I dont know if this is due the 3th party or a general thing.

    You should never bury a trigger that deep down. Always gives you problems.

    Solution: Bring the trigger up. Combine it with a 'if player.x > ..." You have now of course another thing to consider. The 'on end' picks only that one that just ended. Need to destroy them all, use 'pick all' or use a function (functions pick from scratch). If this does not solve the problem, it means this 3th party trigger does not look up if it is allowed to execute.

    Besides that. As far as i can see. The last dot does not move. The other dots are wayyyyyyyy done moving when the player is reaching quepoint. Therefor, there will be NO trigger happening when the player is past that point.

    Again. A trigger happens. You can use it only once and only on the moment that it happens. It is not info that is readable/available from the moment that it happend and later on. It happens now, on this moment and only now on this moment. If you missed the moment, it is gone.

  • No. I can not do that.

    Since you did not answer the question with a unconditional 'no', i have to consider a possible 'yes'.

    I can not risk a 'yes'.

    I have no problem with public available tutorials that copy an existing game. They do not make money, and my country has special rules in place for copyrights infringements when it is about education. Those tutorials do not hurt the original game makers.

    Monetising clones of existing games (or and also tutorials) is in my eyes robbery.

    Then there is another thin line, that i do not know yet how to walk on. There are developers in this forum who work your capx for payment. It is their job, and their life. I am sure they hate me already, although i try to be careful. I help when it is a challenge for me, and when solving it means i learned something. I do it all purely for myself.

    But (again), if the answer to the question is a a possible 'yes', then i am helping no one. I only do damage.

    Sincere,

    99.

  • schueppe

    I made an example once, for a simular engine:

    Working isometric platform model.

    https://drive.google.com/open?id=0B1SSu ... mtWVnc1cDg

    Using R0J0hound 's behavior.

    behavior-isometric_t153967

    I am PRETTY suprised with how nice this behavior does the Z sort & handles the Z-moving.

    The layout is in layers, to easely build a level. On runtime it corrects for the layer offsets and brings all objects to 1 layer. Another awwsome plus for this behavior.

    I would love to see your solution.

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99Instances2Go

Member since 12 Feb, 2016

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