SpyDaniel's Recent Forum Activity

  • SoldjahBoy I've done more tests since I thought it had fixed the issue. I had set up a text event to check the current and old x coords. Only the old coords would show, when I tried showing self.x, nothing would show.

    I'm thinking it is not able to find the x of the sprite, being there are more than one and can not choose which one. Then I deleted all but one and tried again, but it would still not show the x coord in the text object I had set up with an every tick.

    I also tried = and "does not =", I had some results, does not = caused nothing, does = caused all the sprites to jump continuously.

    Though, when the sprite got stuck moving on a platform that had a slope, multiple points, it would stop and not get forced to jump.

  • That seems to have sorted it, thanks SoldjahBoy

  • I have an issue with my AI. I am using the platform behavouir and simulating the left/right with events. They do not like the collision of some of the objects they move on, whom have angled collision boxes.

    I have been making them jump to avoid them getting stuck, but I can not figure out how to find if self.x has changed to be able to make them jump to get unstuck.

    I know my system is bodged, but how can I check if the x of the AI has changed and if it has stayed the same for more than say 0.1 seconds, then I need it to jump so it becomes unstuck on the solid collision box. Unless there is a better way to stop my AI from getting stuck and staying in place.

    I can't check for stopped or is moving(inverted) because they are moving in the sense as the event is still moving them, but from my perspective they are static.

  • I got it to work as I wanted like this:

    I put the text into a container of the trigger object, so the text will only show when you are overlapping that object. Plus when I delete the object the text also goes with it.

  • I have a trigger object which checks variables and if all are true then the bridge will lower.

    My issue is, how can I add in a text object that will show up for only that trigger instance and then not show any more after the bridge is down? I tried stuff but it hid or deleted all of the text instances.

    Could I add the text to a container and set its position, then when the bridge is down have it invisible or delete it?

  • No, the particles are for a damage effect, that sprays blood.

    Although I found a way to fix the issue. I used variables, can't quite remember how I did it at the moment, but to say the least, I fixed the issue with the blood only showing for one damage activator. I'll come back and post it when I look over my events and share how to get it to work.

  • I know how to get the particle to spray when the player is overlapping a "Is overlapping" object and to stop spraying when they are not overlapping the "Is overlapping" object. The issue is, when I add multiple objects that trigger the particle, only one of the "Is overlapping" objects will trigger the spray and it seems to be the event that is before the other events.

  • https://db.tt/roO46NB2ue

    I found a way to fix my problem, at least for resetting falling platforms. Check out the capx for how I did it.

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  • I'll PM you the file.

  • The respawn is not for enemies, but for platforms that fall or rise, but I get what you mean.

    I tried this, the same thing happens, all the same platform type will spawn at the same time, instead of individually.

    I set up a test area, with 5 platforms, I ran across them all, they all fell, at slightly different times, but they all respawned at the exact same time.

    I need them to spawn 5 seconds after they are destroyed, so if one is destroyed and another 2 seconds later, the first will spawn, then 2 seconds later the other spawns.

    I am at a loss as to why they do not spawn individually, they seem to just spawn all as one.

  • I'm using the free version by the way, until I can buy a licence on my next payday, so I don't have access to all the features.

  • I have objects that respawn at invisible objects throughout my level, which use instance variables.

    The timer for them to respawn is 5 seconds. They respawn just fine, but the issue is every object respawns at the same time, instead of waiting 5 seconds after it has been destroyed (which is when it leaves the layout).

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SpyDaniel

Member since 28 Dec, 2016

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