ramones's Recent Forum Activity

  • Possible cause: if you click 'Run Layout'/press F4 repeatedly before it's done loading you get all kinds of errors, including the one in nemo's screenshot.

  • It works when the enemy is travelling left or down. The problem is that event 6 undoes event 5 and 8 undoes 7. When the enemy is traveling right and collides with a wall then event 5 is true and the enemy's direction is set to "LEFT" and then event 6 is true and sets it back to "RIGHT".

    There are various ways you could fix it.

    enemyChangeDir.capx

  • Set the origin image point to the left instead of centre.

    (or the top as you're setting the height)

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  • How about this?

    8dirFeetAnimation.capx

  • "To prevent the player standing up inside a wall do something like:

    If the player is crawling and down is not pressed then

       change the player size to (39,126)

       if the player is not overlapping wall at offset 0,-1 then

          stand up... set animations etc..

       else

          set size back to (39,126) + stay crouching"

    After spending many hours breaking my capx, I haven't been able to get this to work either. <img src="smileys/smiley5.gif" border="0" align="middle">

    It was kinda tricky. You have to make sure the player can't jump while crouching, crouch while flying, fly while crawling, etc etc...

    I think this covers everything:

    animationTest3.capx

  • You could use physics or you can set the gravity of an object with bullet behavior.

  • Exporting with minify breaks "Physics: Apply torque towards position" as mentioned in this thread.

    http://www.scirra.com/forum/game-getting-stuck_topic54113.html

    Simple capx

    Exported demo

    Error: a is not defined.

  • They're two different things. 'Disable physics collisions' only stops physics objects from interacting with each other but 'On collision with' applies to all objects and has nothing to do with physics.

  • Hi, Auntie Val. I understand my tutorial isn't what you wanted. The goal of it was to explain what arrays are rather than how to do stuff in C2 specifically. That's why I link to the beginner tutorial at the beginning. I see now you said earlier you understand arrays but just not how to use them in C2.

    I Made it through the first section, but could not figure out how to access the dialog box depicted in the image at the beginning of the second section on "getting values".

    That's 'System: Set value'. I assume the reader knows how to create variables and set their values. Definitely read velojet's tutorial above if not.

    Then after struggling with that for over a half hour, I noticed Zsangerous had problems at this step also. I was not expecting to have to read the comment posts to get through the tutorial.

    Zsangerous had a different problem. He was calling 'Array: Set value' instead of 'Array: Set at X' and I added some extra screenshots to the tutorial to clarify that.

    hen in response to him you posted another image showing a global variable, and a keyboard event, followed by an array with some parameters. How does that image...http://dl.dropbox.com/u/8367729/construct/pics/array_global.png fit in? You did not mention using keyboard events or a global variable in the first part of the tute.

    That image was in response to his question about using a global variable to access an array and has nothing to do with anything in the tutorial.

  • Have a look at my array tutorial aswell. http://www.scirra.com/tutorials/307/arrays-for-beginners Let me know if anything's not clear.

  • I think setting an object's time scale gives it it's own time scale value that it uses instead of the game time scale. So if you set an object's TS to 1 then it uses that value from that point onwards. When you pause the game and set the game TS to 0, the object still has it's own TS value of 1, so it continues to fade. Using 'restore object time scale' tells the object to use the game TS again and not it's own seperate TS value. That's the way I see it anyway.

  • I think the instance variables are overkill :) Have a look at this. I just changed 'Event Sheet 1' and disabled the timescale stuff in 'hud'.

    wayofthesax1.capx

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ramones

Member since 17 Apr, 2012

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