99Instances2Go's Recent Forum Activity

  • At a glance, i see event 160, 195, 230 and 265.

    When the player is not moving and when it overlaps itself, it plays "captured".

    I dont know about the other conditions, i guess at least one of those combinations is true when on the left or right wall. Especially the health = 1 ... because

    When the player is not moving and on the floor and health = 1, it wants to play "idle" too.

  • Then that 'angle change' seems a neat idea.

    Just use the sprite.bullet.AngleOfMotion expression, it can differ a lot from the sprite.angle.

  • Dear, excuse me for having IID like 11.445, i know that means that i should sit silenced in my corner.

    But as a beginner, i think i have to right to ask you a beginner question.

    How is this 'hack' different from running trough the list in the other way ... like

    For "index" from sprite.count to 0

    pick nth loopindex("index")

    or

    for each (ordered by sprite.iid, ascending)

    or

    for last one

    pick all

    pick nth (-1)

    or any expression like

    pick all

    sprite(sprite.count - 44).x

    As in my beginners opinion, the difference only seems a warning about future support.

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  • The symbols need numbers (instance variables) that correspondent with their framenummers. This way you have the right face by the right index in the array. On the y-positions, you store things like if they are found (1 or zero), wich level they are .... and so on.

    But also a number that correspondents with the doors. The doors (their spawners) need numbers (instance variables). All of them and unique. So, 1,2,3 for the first level. 4,5,6 for the next level.

    Now you have (on a y-postion, lets say position 1) on array(symbolnumber,1) the info that its found or not. A 1 means found. A zero means not found. If it is 1 it goes to show in the book.

    You can do the same with the doors. Say on array(symbolnumber,1) you set door number. And say, if it is a zero, the door is not chosen yet. Else it is chosen. Not chosen yet, choose. And display.

    https://www.dropbox.com/s/qabnmfbu2p2o1 ... .capx?dl=0

  • I have no idea, the sprite is at the right size when i open the project.

  • R1,R2,R3,R4 are string variables.

    Set R1 to choose(a,b,c,d .......................,z)

    Set R2 to choose(a,b,c,d .......................,z)

    Set R3 to choose(a,b,c,d .......................,z)

    Set R4 to choose(a,b,c,d .......................,z)

    Using an Array or a list you can do this with a loop.

    Set text to R1&R2&R3&R4

  • idle animation starts this way ...

    System > compare two values .. sprite.platform.speed = 0

    System > trigger once while true

    start animation "idle".

    Jump is 'on jump'. That is a trigger. Means, it is only 1 tick true, it does not need a 'trigger once while true'

    Sprite > platform > on jump

    start animation "jump"

    Left .. you do easy like this ....

    System > compare two values .. sprite.platform.vectory < 0

    is on platform

    System > trigger once while true

    start animation "left".

    Falling ...

    Is falling

    once while true

    set animation "fall"

    or

    System > compare two values .. sprite.platform.VectorY < 0

    is on platform (inverted)

    System > trigger once while true

    start animation "fall".

    jumping ...

    System > compare two values .. sprite.platform.VectorY > 0

    is on platform (inverted)

    System > trigger once while true

    start animation "fly".

  • Is this what we talk about ?

    https://www.dropbox.com/s/zqhuotw5ag3by ... .capx?dl=0

  • And so many things i forgot, the moment an obstacle map is ready, when a path is ready, when all the load/save modules are ready ...... and so on .....

  • I never use wait (other then zero), you wanted an example and you did sound disparate. So i provide.

    Altaught this wait zero is very usefull, but i lost interrest to explain you why.

    I lost interrest to explain you how triggers work (would be a good example too), i lost interrest to explain you how timers work (would maybe be even a better example).

    I also could have explained you when objects actual are created, when they are pickable, would be an awsome example, but hey .....

  • The dummy object is the easy way. And it might be the best way.

    Althaught i almost never use it, it is more events, it is an object more to care for.

    I just make all the frames in every animation the same in size. Normaly, i do that when i make the graphics.

    But you can do this in Construct. Just find the biggest frame. Scale it to its size, (button in the ribbon), image = allign to center, check to do it for the whole animation. Do this (with this size) in every animation. If this gives problems as in the position of the animated thing gooing to slide, then a helper object will not help too.

    For the origin, set it once in some frame, right click it in the image points list, apply to all animations. It is best, when working with a platform, to set the origin at the bottom. But within the collision polygones.

    For the collission polygones. If they differ to much, the animation will animate the character into the solids. Result: the darn thing is stuck. With a helper object you have 1 collission polygone anywayz. So, you can as well set 1 collission polygone on all frames in each animation. Go to a frame that concerns you most, make the polygone. Richtclick the polygone (in image editor) set to all animations.

    If you need animated collission polygones, thats is possible. (not with a helper object). You just need a lot of frames in the animation. And animations that are up speed. You have to animate the polygones in a way that they are no more differend frame by frame by kinda 2 pixels. That should work.

    There is a polygine plugin:

    But i dont know if it is up to date, and i never used it myself.

  • You have to calculate the period.

    Period

    The duration, in seconds, of one complete back-and-forth cycle.

    Speed = distance / time

    So time (period) = speed * distance.

    Now distance is in fact the magnitude.

    The speed is a constant, thats is what you want, it is some value you choose.

    So,

    Set magnitude

    Set period to speed * magnitude

    What i dont know is kinda, when to do it. If you change it middle in the cycle, i suppose it will go weird.

    I suppose you have set a new cycle when the expression CyclePosition returns zero.

    I idid not test this, just writing whats in my head.

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99Instances2Go

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