jeffige's Recent Forum Activity

  • In my game i have 4 different enemies. When the player kills an enemy they spawn a key that opens a chest.

    I'd like to be able to have a different enemy spawn that key. EXAMPLE: player kills enemy 2, they spawn the key. If the player quits the game and restarts or passes that level on the next level(s) enemy 4 will spawn the key.

    Thanks for any help.

  • First, that loading screen you see is very minimal, not using a lot of resources. An animated loading screen would.

    Are you asking HOW to do it, or if it's possible?

    On the few small games i have done, there is no loading time from layout to layout. The next layout just pops on screen.

    Couldn't you just create events like:

    When that layout triggers to go to the next layout.

    For instance - when your player kills everything or overlaps the exit door > go to layout > level 1 animated layout.

    On level 1 animation finished > go to level 2.

    So forth and so on...

  • Have a look at these:

  • No.

    The initial ON lever frame points at 10 o'clock. On first collision the ON animation plays. The lever stops at 2 o'clock. The cart rolls out.

    2 o'clock is the initial OFF position. If the player collides with the lever again, the OFF animation plays, stopping at 10 o'clock. The cart rolls back into the tunnel.

    At first, the 1.5 seconds was only so if the player runs past the lever it will not toggle, but if the player overlaps the lever for 1.5 secs, it will toggle.

    I've sinced made the collision box small enough so the player can jump over the lever and NOT activate it.

  • Thanks for the reply. Unfortunately its not working. I've tried local, constant variables, moving/adding subevents, actions, events....still not working.

    Basically its just a switch. I have the collision small and low on the lever, so the player can jump over it and not activate it.

    On the 1st collision the lever is on > a MINE CART rolls out from a tunnel.

    On 2nd collision the lever is off > MINE cart rolls back into the tunnel.

    Any ideas or any more help would be awesome.

  • I'm trying to get a lever animation to play only if that lever overlaps the player for 1.5 secs.

    I tried compare time, but ofcourse that didn't work. Would i need to use dt* for this? Or what events do i need to get something like:

    Lever > overlapping Player for 1.5 secs - Lever > Play animation from beginning

    Any help is greatly appreciated.

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  • I'm using the accelerometer to control my player. I have the gamma working good with the LEFT/ RIGHT run animations. No tilt and the idle animation plays.

    If the player is in idle, on Tap he jumps with the corresponding animation. But if he is running, the Run animation continues to play. I've tried different Touch inputs but it still won't work correctly. Also, I've noticed on HOLD the player stops his forward momentum and the Jump animation plays.

    Much appreciation for anyone that can help me with this.

  • How can i test if my player has fallen a certain distance so i can play a dying animation?

    Thanks for any help.

  • Like i said...brain fart.

    Thanks again brother.

  • Creating a cross between dropball and platform jumper. I've looked for ever but either i'm not typing in the right words or i'm just having a continuous brain fart.

    I need the platforms to spawn at 3 different X coordinates at the top of the layout and scroll down at different speeds.

    Much appreciated if anyone could help me with this.

  • Hey brother, sorry for the late reply.

    I created 2 textboxes. 1 for desktop and 1 for mobile. It takes a lot of adjustments cause you may (as i did) have both textboxes in the same exact place.

    First, get the desktop correctly positioned and write down the position. Move that out of the way and forget about it for now. Then create the mobile textbox. Refine the look and size of the box and font size using set css style in event sheet. Like i said, there are a lot of edits here.

    Once you have it exactly how you want, reposition the desktop textbox using the position you wrote down earlier.

    Then just do it like you would with showing or hiding mobile controls on desktop.

    Have the user touch (mobile) or press (desktop) a button... Like ENTER or something else. Then in the event sheet > if mobile > set desktop textbox invisible and disable, and vice versa if on desktop.

    If you have problems, let me know.

  • Thanks for the reply.

    Right now i'm trying to add that dead zone sprite underneath the thumbstick and on top of the thumb base, then add an "thumbstick overlapping" action, setting the ship speed to 0.

    I'll try your way also to see which works best.

    Thanks again.

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jeffige

Member since 28 Oct, 2012

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