Anthracite's Recent Forum Activity

  • dop2000, thank you so much - that worked beautifully. Honestly, you've made the migraine go away!

  • Thank you so much! Unfortunately the dropbox link isn't working - giving a 400 error.

  • Thank you dop2000, that's almost exactly what I'm looking for - an elegant solution!

    The only slight question I have is how to make it so that the player can walk off the raft if needs be?

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  • The Object (Player) has the 8 Direction Behaviour

    The Platform (Boat) has the bullet behaviour

    I am trying to get it so that whatever the platform is doing, the player stays with it but can still move around and 'get off' if they need to.

    So say the platform is moving down (90 degrees Angle of Motion) the Player would move down and keep with the platform. But if the player presses to move up, they can still use the 8 Direction Behaviour.

    Thank you!

  • Hello, am hoping someone can point me in the right direction as I've been looking through the forums and found a couple of pointers but want to be sure.

    I'm looking to find the saved games that C3 produces using system -> save when you're running a project that has been exported using NWJS.

    I've seen that they could be in

    C:\Users\YourName\AppData\Local\Google\Chrome\User Data

    But nothing there unfortunately. Could anyone point me in the right direction?

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  • Thank you so much for taking the time out. I think the easiest solution is unfortunately the most lengthy, but I'll continue tinkering! Thank you again!

  • It's odd ... it tells me that Cast_Shadows.Animationframe doesn't take a number when there isn't one in the action whatsoever.

    Is it easier in your expert opinion to tag the 'shadow' with a variable identifying the creators UID, then pick via UID and go from there?

  • Ah, that's where I think I'm running into issues.

    So it looks like this ...

    As both objects are effectively being picked by the family Cast_Shadows, this seems to stop me setting the animation name and frame.

  • Thank you for replying lionz

    I was originally using the family to create the family but have now changed it to creating the object by name.

    + Cast_Shadows: On created

    ----+ Cast_Shadows: Is on layer "Above Player - Lower"

    -----> System: Create object Cast_Shadows.ObjectTypeName on layer "Shadows" at (Cast_Shadows.X, Cast_Shadows.Y+50), create hierarchy: False, template: ""

  • To explain a little clearer (hopefully)

    I have a family of objects called Shadows

    If an object is on a layer higher than the player, and it's a member of the Shadows family then it spawns a copy of itself on the Shadows Layer.

    What I'd like to achieve is that for the spawned object to have the same animation name and frame number as the object that created it... so ...

    Object 1 is running the Animation "01" and Frame 2 on a higher layer

    Object 1 creates a copy of itself on the shadows layer

    The newly created object changes it's animation to "01" and frame to 2

    Is this possible?

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Anthracite

Member since 30 Dec, 2016

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