WAFFLE OF WAR's Recent Forum Activity

  • I can't figure out how you got the grid to be visible. I pressed space and everything, in game and out. I do appreciate the help though. I understand why it can't find the path, I just can't see the grid to correct it. Was it corrected in the .capx you gave me? I couldn't open that one because it said an image was missing... anyways, thanks man.

  • It sounds really simple, and I know there is one easy thing of code out there, but I haven't been able to detect it and I'm getting frustrated and tired. I have a sprite that starts out at the top left of the layout, and his job is to just travel 300 pixels, then turn right. travel 300 pixels, turn right. Repeat this forever as long as the sun shines. I've tried distance traveled, I've tried functions, I've tried having it hit a wall, then the wall changes and in theory these all work, but it's 10:30 at night give me a break. ;p

  • How can you tell that the ghost was too big for the cells it currently had? I do have a problem with Booleans, as they've proven to be unreliable and trouble some in the past, so usually I just make a global variable and have it change to 0 and 1 as my "Boolean".

    These things aside, I really appreciate your help on this; you've been a great help.

  • I've been working on this game for a while now and it has to be done by mid-April. Long story short I don't have a lot of time to spend hours trying to figure this out and I'm stressed out as it is. My game is a maze, and I wanted ghosts to traverse one of the 4 paths depending on which one you chose from the drop-down menu on the title page. Each path will have it's own ghost, but for now I wanted to just get path one to work. That's failed so far, and I've no idea why. some what I think are bugs are;

    1. The default layout isn't always chosen, not sure why.

    2. path finding isn't moving along path, may be because of the cell size

    3. I was having problems with the player interfering with the ghost, and the positions shifting when both would spawn in at the same time; I think because a solid cannot be inside of a solid

    I'll end it there for time sake, but I could really use some help on this.

    dropbox.com/s/482pe86z5xu9ri3/.capxSF.capx

    There's the .capx, I hope it works, if not let me know. Thank in advance.

  • How do I set it up so that every time I click run, it runs my title screen and not the game first? If this is even possible.

  • I've spent 2 hours trying to get my guy to take damage and nothing is working. When he collides with a wall, he fades out and when the fade out is finished it subtracts his health and sends him to another location. But he never reappears... basically, how do I simply "stop" the fade from triggering again? I have it to start the fade, then the fade ends and he has a new life, but it only gives me the option to restart or start the fade again.

  • The work will be volunteer, but I hope that doesn't deter anyone away. I just need a guy with a running, falling... general plat-former animations on him, but he's carrying a guy. I'd like to maybe switch guns, but at least a default gun would be nice. Pistol, rifle... anything really.

    I'm not asking for great detail, but I'm not really asking for a stick man either. Any help this would be much appreciated.

  • Are you useing the most recent beta version? If so, I've encountered similar problems with a button that wouldn't show even though there wasn't any code for it yet... kind of hard to explain, but if I've learned anything about C2, it's that theres a hundred different ways to do something. My guess is that it's a bug, and try to downgrade to the latest stable version if you don't already have that.

  • I ended up trying out a physics distance joint, but it needs some tweaking. Thanks for all the replies!

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  • There's a system expression called FPS that returns the current frame rate. All you need to do is add a text object and every tick set the object's text to the FPS expression.

    Hope that helps.wow, can't believe I missed that... thanks man.

  • I've searched the forums and haven't uncovered the secrets of implementing as FPS display in my game. Just a little text that will tell the player how many frames per second they're getting. Any idea on how this could be done, or its limitations?

  • If you are using Physics behaviors for everything, make sure the mass of the bullet is higher than the asteroids.

    The bullet doesn't have the physics behavior, only the asteroid.

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WAFFLE OF WAR

Member since 16 Dec, 2012

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