Phyvo's Recent Forum Activity

  • Construct isn't equipped to do online multiplayer games. Though it can communicate with a server it doesn't do so in a way that can run a multiplayer game. You *can* create a multiplayer game where the players are at using the same computer, but that's it.

  • The loop runs all iterations at once in the same tick, including sub events. Moreover the wait action in a loop operates in parallel, not in a series, as it has no effect on any actions except those that come after it in it's own event (not even those in subsequent sub events are affected). Currently your wait action is only affecting the 3 subsequent actions and since the loop runs all iterations immediately those 3 actions happen all at the same time for all the arms.

    I highly suggest reading through the manual, specifically the section on the event system and how objects are picked. For instance it looks like you're trying to set each arm to a random arm animation but what you're actually doing is setting them all to the same random arm. And you probably want to use instance variables, not global variables, for properties of turning your arms around.

    Also keep in mind that for a lot of this stuff you don't even need the for loop. The event sheet itself is checked every tick and acts as a kind of big loop so even events like "arm.X > globalvariable" will be checked every tick and run if the conditions match, and the picking system will automatically pick only those instances of arm for which the conditions are true (starting with all instances of arm and then eliminating those that do not match the conditions).

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  • Did you give the player the jump through or solid behaviors? The player does not need either to jump around on platforms, they're designed mainly for the platforms. The player only really needs the platform behavior and two objects with just the platform behavior will overlap just fine.

  • Yes. You should try moving the blocks with standard events (there are actions for moving sprite objects there). If those are not flexible enough you can add the custom movement behavior to your blocks and use actions from that behavior for easier angle/velocity/acceleration effects.

  • The best thing to do would probably be to not use the layout brightness effect. Instead, use two layers and give one of them brightness effect (probably the bottom one). Put all the objects that should be changed in the changed layer and put the object that should be unaffected in the normal layer.

  • Wait is a bit of a funny beast and takes some getting used to.

    The easiest thing for you to do is probably to put all your actions after the wait into a "function called" event. This allows you to check your variables *after* the wait using your function event. Then in the event with the wait in it call the function after the wait.

  • Hmmm... my best thought is to make a sprite for your line. Make sure the sprite's origin point is at one of the ends of the sprite. You'll actually use two sprites with instance variables to "grow" the line with their origin ends touching and the "lines" facing opposite angles. Then use something like "Every tick - if Line.isgrowing - set Line height to Line.height+300*dt" to grow the lines. Then make a separate event for when the lines finally collide or overlap with one of your solid object and in there you set Line.isgrowing to false.

    edit: note the "dt" is just to make your lines not grow faster/slower when your framerate changes and makes inserting a pause function easier.

  • Yes. Create an instance variable for your object named something like "hasjump". Give your jump event a condition that "object.hasjump" = true, and in the jump event set "hasjump" to false. Then use the platform on landing trigger to set "hasjump" to true again.

    If you use a number instead of a boolean this is also how you can give characters multiple jumps in a platforming game.

  • Well to be honest I've found the sprite/animation editor functionality in Construct to be pretty bad, you're much better off handling sprites in 3rd party programs and then importing them. But you're already stuck so here's the best thing I think you can do:

    First of all, make sure your file is saved as a .caproj, not a .capx. This way your project is multi-file and by navigating to your project file you can find your images in its Animations folder. Back it up to somewhere else on your hard drive. All your image files are in nested folders first under the name of your sprite and then under the name of the animation.

    Now inside construct rclick in the "Animation frames" window and use "Import frames" to import the correct frames from your back up folder into the correct animation. You can select multiple files at once to speed things up a little. Now delete all undesirable frames/animations from within construct and continue this process until you're done.

    Note that you *have* to do importing, frame addition/deletion, and animation addition/deletion within Construct. Construct doesn't react to filesystem changes unless you're replacing an image your project is already using.

  • Yeah my assessment is correct. If you set the stopping condition to be less than 400 speed the first frame of "leftstop" plays the whole time. This is because holding the button causes "left" to play but then later in the event list the stopping event checks for "left", sees "left" and causes "leftstop" to play instead, doing this within every single tick, leaving you stuck on frame 1 of "leftstop" until you release the button or exceed the speed set in the stop event. The stop animation works if you let go of the button because the game stops trying to play the "left" animation.

    Playing leftstop on key release is actually a great idea. It should solve your problem since it will make it impossible for the game to try to play both animations at the same time.

  • This is what it sounds like is happening, correct me if I'm wrong:

    Any time the speed is below 100 *and* a moving animation is playing, the game begins to play the stop animation. So when you slow to a stop you're fine because you go below 100 speed and play the stopped animation once. But if you start moving again the game will try to play the moving animation again when the object is still under 100 speed! This causes the event to trigger again, playing the "stopped" animation from the beginning.

    I can't really give you a precise solution because I don't know how you have your animations set up, but if my assessment is correct the solution is to make sure your moving animations don't fire unless the object's speed is greater/equal to 100.

    Also, if you use a free file hosting service like drop box to host a single file capx of your project it makes helping you a lot easier. Screenshots are less ideal but can work too. Without either it will be hard for me to help you further if my idea doesn't work.

  • The reason why this isn't working is because of event #3. Currently that event happens every tick that the hero isn't moving regardless of other animations that might be trying to play. So you start the attack animation but it's immediately overridden with the standing animation one tick later (too fast for you to see).

    To fix this all you have to do is add another condition to #3 saying "Hero is playing 'Atacando'" and make it the inverse. That way if the attack animation is playing the standing animation won't override it.

    Now, in order to change the attack animation back when it finishes make another event, specifically "Hero - animations - On Finished" and use that to change the animation back to the standing one.

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Phyvo

Member since 17 Jan, 2013

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