Tomycase's Recent Forum Activity

  • Your for each loop is still nested under a function, which is a trigger, so depending of what you need, you need to use a loop that will trigger this function multiple times, something like every X seconds for example

  • Hi, there's multiple methods, one I use is the dictionary method, I create a key for each level and set the content to 0 if locked, and 1 if unlocked, you can change the key of the next level when the current level is completed for example; on the level select menu, on start of layout, check the content of each key, and enable the buttons that corresponds to each level; you can later save the dictionary as json with local storage, there's already tutorials covering this;

    Edit : if I have time today I'll make an example file, also I don't believe there is a "simple" way for that specific feature, but that's a good way to learn more stuff

  • To simulate a jump with vector Y, you need to use negative values, otherwise it will push your object downward

  • There is a new 2D rendering option for layers in the last update to avoid this problem, you should try it

  • You'll might find your answers here : construct.net/en/forum/construct-2/how-do-i-18/select-random-variable-array-47277

    And if it's still not what you look for, just search "Construct 2 Array tutorial", it's been already covered a good dozen of times

  • Hello, is there a particular reason you want to use an array for this? Because it can be made without an array

  • You're asking for someone to do the job for you, that's not how you'll learn, start with the basis, tutorial, etc, go step by step

  • Hello, you could simply give a timer to your character sprite and start a reset timer after the sprite angle is changed, then "On timer" action will reset its angle to 0

  • Hello, first the "How do I" topic would be more adapted to your request, second, without any information about your game, about the gameplay, your current code, etc, there is simply no way anyone can guess how to help you.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Alright the reason all movements animations overide the attack animation is because you didn't add a condition to check if the attack animation is playing while moving or not, you need to add this condition as an inverted condition in your movement blocks so "if attack animation is NOT playing" then movement animation is triggered

  • The reason it shift immediately back to red is the way Construct reads the events, on first tick it will check on collision, check if color red, change to green, and next tick, it will do the same, and since the sprite is now green, it turns it back to red, that's why "Else" condition is necessary here as blackhornet said, it basically will check if conditions are true, and if not it will check the "Else" condition instead, all that in a sub-event under your collision trigger;

    And I agree, it's not recommended to use the wait action that way, it can become pretty messy later on especially with animation timing

  • Hello, can you post a screenshot of your events? It will be easier to guide you that way

Tomycase's avatar

Tomycase

Member since 3 Apr, 2016

Twitter
Tomycase has 6 followers

Trophy Case

  • 8-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies