kriand's Recent Forum Activity

  • Is the collision box of all you frames the same? Did you set the origin of all your frames to the bottom? Also try to use an invisible sprite to move the player sprite. This is much more glitch free. You can do it like the 'Kiwi Story' game demo in C3 start page.

  • you could create your own double tap function, but that would lead to delays.

    A better solution would be to place a button on the UI to jump or switch. Or you use a swipe to change the character.

    PS: C2 has no 'Timer is running' event. Use systems compare two values: Player.Timer.CurrentTime("DoubleTap") < Player.Timer.Duration("DoubleTap")

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  • Yes, all objects are touched/clicked regardless of the Z-order, even if they are invisible. You can put all UI elements into a family and create your event like this:

    + Touch: On tap gesture

    + Touch: [X] Is touching Fam_UI

    -> Sprite: Simulate Platform pressing Jump

    But i dont know what you mean by changing characters.

  • I forgot to mention that the left buttons origin is top-left and the right buttons top-right. In my test file they dont overlap. If you want a little distance between the buttons, you can divide by 2.05 or similar instead of 2.

  • I recommend using TBGs instead of sprites. Place these on a layer with parallax 0, 0 and scale 0. Then use the event of the image. The abs()-values are meaningful only if your Fullscreen Mode is Scale inner/outer. With Letterbox scale you can omit it.

  • Create a dedicated layout, which you use only for storing all your objects.

  • Give your sprites instance variables where you store the start position.

    On start drag -> set Sprite_A.PosX/PosY to Sprite_A.X/Sprite_A.Y

    On drop and overlap Sprite_B -> Set Sprite_A position to Sprite_B; Set Sprite_B to Sprite_A.PosX/PosY

  • This is an old project of mine and dont use arrays:

    scirra.com/tutorials/9587/rpg-inventory-with-item-categories-and-auto-sorting

    I am currently working on an improved version but for the beginning, the linked capx and c3p should be enough to get you started.

  • Depending on the structure of your project, you could also disable groups. For example, To "deactivate" an entire eventsheet, you can first create a group and place all events in this eventsheet in this group. If the game's code is in one or more groups, turn them off as soon as your popup appears and activate them as soon as it disappears.

  • As far as I know, you can not use expressions like | and & in conditions because the condition block itself is always an AND block or can be converted into an OR block. So you have to make an OR block and add a condition for each tile.

  • The group 'Charms' hinders the charms from changing the animation, because it change the animation back immediately. Also your did not change the code to chose an animation instead of a frame. If you dont need frames for your animations, i can sometimes be easier to put all images into one animation and turn its speed to 0, like in my example.

  • I tried all possibilities: both values from ajax; one value from TextBox or both values from TextBox. I never got a problem with comparing values:

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kriand

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