ramones's Recent Forum Activity

  • Appending the array contents every tick will print out the empty array many times before it loads. Try checking the array contents in the debugger.

  • I haven't a clue why it would work differently for the gamepad but instead of setting the speed to 0 you could disable the bullet behavior and set it's angle. And then enable it again on release.

  • Ahh change CurrentLayerScaleValue to LayerScale(CharFinn.LayerName) in event 17.

  • I hadn't considered layers between floors. Ok so new plan. I made an array called "FloorNames" that holds the names of the floor layers.

    The function ChangeFloor(direction) is called with the parameter "up" or "down". It gets the index of the current floor in the array. If param(0) = "up" and you're not on the top floor then it calls the function ChangeLayer("layerName") with the name of the next floor in the array.

    If param(0) = "down" and you're not on the bottom floor then it calls ChangeLayer("layerName") with the name of the previous floor in the array.

    The ChangeLayer("layername") function moves the player to the layer given and activates the fade group.

    And then the FadeTopFloors group loops through the array and fades the layers that come after the current layer.

    I don't know if this is easier or harder to understand.

    OpPASS%20v1-1-7_edit.capx

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  • Like this:

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/redball_collide_redball.PNG" border="0" />

    Or with families:

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/redball_collide_redball_family.PNG" border="0" />

  • Yes if you touch the sprite then it will trigger the 'on touched' event. Sprite z-order/layer/visibility doesn't matter.

    Touching the sprite means touching inside it's collision polygon so if it's not working sometimes that's the first thing I would check.

  • finished starts off as "true". It's a local variable so it's value is reset (to "true") every tick.

    Then inside the loop - if the opacity of any layer (above currentLayer) is > 0 then finished is set to "false".

    If finished is still equal to "true" after the loop ends then that means that all layers (above currentLayer) have 0 opacity so the group is deactivated.

  • Function.Param(0) is the first parameter. Function.Param(1) is the second etc...

    If you're on layer 2 and you press '1' then it calls the function: changeLayer(1).

    Function.Param(0) = 1.

    So currentLayer is set to 1.

    The min() and max() were there to prevent the number going below 0 or above numLayers-1.

    I just changed it to this instead:

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/changeLayer.PNG" border="0" />

    That works better.

  • You'd have to set it up kinda like this:

    <img src="https://dl.dropboxusercontent.com/u/8367729/construct/pics/whileOr.PNG" border="0" />

  • How's this for a start? It fades out all layers above the current layer: fadeOutLayers.capx (r146)

  • If you want to move a pinned object then you need to pin it again after you move it.

    So try doing 'set position to image point 2 / pin to player' after flipping the arms.

  • Yes if you disable just 1 action in event 2 then it works (any single action).

    I notice at the top of the scml file that there are only 9 files listed (no Hook_000) and you're associating 10 objects with the player. Maybe that has something to do with it... I don't really know how Spriter works though.

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ramones

Member since 17 Apr, 2012

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