ramones's Recent Forum Activity

  • You should use an invisible rectangle sprite for the player and enemy movement with the animations as a separate sprite pinned on top to avoid things like this.

    See the "Implementing reliable platform movements" part of the platform manual page:

    https://www.scirra.com/manual/100/platform

    and

    http://www.scirra.com/tutorials/253/how-to-make-a-platform-game/page-4

  • What you want is 'on key pressed' but you probably have another event changing the animation when you're not pressing the key.

  • Sprite: Set X to float(WebStorage.LocalValue("XLoc"))

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  • Turn off default controls in the platform properties, add the keyboard object and then make events for each key:

    keyboard: left arrow is down -> platform: simulate pressing left

    keyboard: right arrow is down -> platform: simulate pressing right

    keyboard: on z pressed -> platform: simulate pressing jump

  • The solid behavior interacts with Platform, 8Direction, Car and Bullet (when bounce off solids is enabled). Two solid objects won't interact with each other otherwise you couldn't have overlapping walls, floor etc. I assume that's what your problem is - that you have the shield and enemy set to solid and think the shield shouldn't overlap the enemy? You'd want to give the enemy 8Direction behavior and remove Solid. Or if that's not the problem, what do you mean when you say it won't work?

  • To get the touch coordinates on layer 0 use Touch.X(0), Touch.Y(0) or Touch.X("Layer 0"), Touch.Y("Layer 0").

  • Because your for loop is running every tick. You should set it to run on start of layout or some other condition so it's not continuously spawning shield sprites.

  • I've had this problem since I started using C2 (r87 or so). I've tried it on another computer and had no problem so I figured it was got to do with my setup/ graphics card or something. I just learned not to click there.

    It happens in layout view if I have more than one object selected and I click in the white area below properties or on the grey margin to the left of the properties. It doesn't crash if I've only a single object selected and I click there.

    Win 7 64-bit

    ATI Radeon HD 5750

  • There's no zombie sprite. It's just the way else works.

    lse :- Run if the previous event did not run. Note that this condition does not pick any objects: if it follows an event that picks objects, in the Else event all instances revert to picked again.

    If event 2 doesn't run (there are no Sprite2 instances with death = "none") then event 3 will run. Sprite2.UID just returns 0 because there are no Sprite2s.

  • Yeah you could have the object picking loop in it's own 'on start of layout' event. Putting 'trigger once while true' on it's own is basically the same as 'on start of layout' I think.

  • Yeah it uses the value of the variable when the action actually runs, not the value it was when you called the 'wait' action. Like in your fixed example with the global - if you changed that global variable in another event before the wait time was up, it would screw it up.

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ramones

Member since 17 Apr, 2012

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