ramones's Recent Forum Activity

  • Just set the object's opacity to 0 and it will start invisible.

    Yeah,

    WebStorage: Set local key "dict" to Dictionary.AsJSON

    Dictionary: Load from JSON string Webstorage.LocalValue("dict")

  • No it's not an action. It's in the properties bar on the left when you have the sprite selected, where you set speed, acceleration, deceleration etc.

  • Compare two variables: Circle.count = 0

    -> go to layout

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  • No prob, glad you got it working. Another thing: look at the platform properties for the enemy and set 'default controls' to 'no'. Then pressing left/right/up won't make the enemy move/jump too.

  • 0. Save your project as a single file and share the capx instead of zipping up the project folder.

    1. Put a 'platform: is on floor' condition alongside the 'on D pressed'.

    2. You have to set the PlayerImages sprite 'mirrored' or 'not mirrored' depending on which way he's facing. Actually you're already doing that with walking but for some reason you set him 'not mirrored' when playing the hit animation.

    3. Change 'D is down' to 'on D pressed'. And change 'on D released' to 'playerimages: on animation "hitforward" finished'.

    4. Give the 'on animation finished' event a subevent: 'platform is moving -> set animation to "walk"' like you've done for 'on landed'.

  • You can either set unbounded scrolling to true in project properties and then you can travel as far as you want in any direction. Or you can have a fixed size layout and when the player gets to the top you move them and the platforms back down to the bottom. It's seamless so it appears the player is constantly moving upwards. That's what the examples in this thread did but they don't seem to be working anymore.

  • You could make 'totalHealth' a local variable and it would be reset each tick. A static variable keeps it's value.

  • <img src="https://dl.dropbox.com/u/8367729/construct/pics/setspeed.png" border="0" />

  • You can use CustomMovement instead of Bullet for fast moving objects. Use the 'On CustomMovement step' trigger to check for collisions every step and adjust the 'pixels per step' setting to increase accuracy. With 'pixels per step' set to 1 you can check for collisions every pixel (though that would be overkill in most cases).

    customMovementBullet.capx (r108.2)

  • Have a look at the enemy movement part of the platform tutorial.

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

    Page 7.

  • Also, in the meantime, what can I do to figure this out? Is there a easier way than just looking around in the forums?

    https://www.scirra.com/manual/106/plugin-reference

    There's a list of the standard plugins on the left.

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ramones

Member since 17 Apr, 2012

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