99Instances2Go's Recent Forum Activity

  • Pretty ! Sir.

  • Most limits i notice are limited graphics skills. Second most limiting i notice is the limited will to read the free manual, to follow the free tutorials and to watch the free youtube channels. I'm not a good salesman.

  • Show the events ? Preferable in a .CapX.

  • First: look at the collision polygones. I changed them all to be isometric. Meaning, they only have to match the floor. After that all is easy. You do not need all the ghost objects no more.

    Secondly: The easy solution is always the same. Remember the objects coordinates. Move the object. Is the move illegal? ... then move it back to where it came from.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74NzdvTGRRZXBGZ1U

  • rexrainbow released plugins to help you with that.

    like:

    forum/plugin-isometric-z-ordering-based-on-y_t64466

  • Assuming 'Platform' is the name of your platform object, the last one should be Platform(Platform.count - 1). You can pick it this way, and make it spawn at an offset. If you use a tilemap, i have to think some longer. Its very handy if you make a .Cap with the basics covering your question, so someone can alter it for you.

  • Workarround = use System > "compare 2 values" and use the expression for the instance variable.

    Seems to work here.

    I finaly caught up.

  • May i suggest the 3D Dictionary plugin by Kevin Khantzis ? It is heaven to work with.

    forum/plugin-storage-3d-dictionary_t125861

  • Of course if u just want 'z' to be the jump key. Use the custom keys. And avoid a mess by taking control of them all.

  • No, there is no clash. I did't expect you to read it like that. Even though, i could have written that, there are languages i write much better in.

    I tried to lead you in finding out the things by yourself.

    The default controls do what you need: A double jump when in the air.

    If you change one of the default controls, you need to take control of them all. And suddenly, as by magic, you will see the solution just by yourself.

    If i understand you correct, you want a double jump when in the air only if 'z' is pressed. In that case you also need to alter the 'up arrow', so it dont double jump. Easy as that, when you take control.

    https://

    drive.google.com/open?id=0B1SSuCVV8v74MjR5NWJWV3VpU1U

    Not that i would like play this way. I still prefer default to play.

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  • No prob. Upload a Cap. I am lost (but that is nothing new).

  • Give the enemies an identification code (on creation) by use of an instance-variable. Then add an event that checks that instance-variable.

    By instance. Give the enemies an instance-variable 'id', make it 'text'. Give 'id' a value when you create enemy. First enemy, value = "Peter". Second enemy, value = "John" and so on ....

    Then add a condition thogheter with the Y-checking: instance-variable of enemy = "Peter" > do this

    Dont have to be text, ofcourse, it is just easy to explain that way.

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99Instances2Go

Member since 12 Feb, 2016

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