grimwolf's Recent Forum Activity

  • On Moved only triggers when the object initially starts to move. You want something more like Is Moving.

    In the highlighted portion after On Landed where you actually use Is Moving instead, it's still being limited by the one-off nature of On Landed before it.

    Basically, you've set every last event on there as a one-off occurrence.

  • They span Layouts as well. If you set a variable to something in one layout, then move to another layout, it won't automatically reset. It will still hold the altered value.

    So a global variable should work fine.

  • I'm pretty sure all you have to do is get the player into the air. You could just use something like Set Y vector -1 to launch the player an imperceptible distance into the air.

  • There may be a simpler way to go about this, but you could pin an invisible box sprite to the creature. While the box is overlapping the barricade, use an Every X seconds event to have the rest run every 1 second.

    Using the box with Is Overlapping would allow it to check the proximity constantly, rather than only once like On Collision, which would be necessary to check if it should attack every second.

  • Using On Collision instead of Is Overlapping should do basically the same thing, but only trigger once when you enter the space. Thereby not constantly repeating the start of the animation.

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  • Wouldn't a simple "Trigger once while true" prevent it from changing every instance?

  • To have it repeat every 2 seconds indefinitely, the best way would be to remove that Wait command, create a variable to track it's position in the process, and run the event every 2 seconds using the "Every X seconds" event. Then just use the current state of the variable to decide which position the sprite should be move to each time it runs.

  • Assuming you are actually using an instance variable, you need to choose the proper object instance to interact with.

    You can use something like the Pick Instance event, or if you use something like "Is Overlapping Object" or "On Collision with Object" then it will choose the proper instance automatically.

    scirra.com/manual/71/instances

  • You could use two separate variables. One for the score itself, and one that increases equally with the score and works as a counter.

    Actually follow the counter for the sake of the power up, and when the power up is spawned reset the counter variable to 0.

  • Add all the pinned items to a container with the player sprite. Not only will the items be spawned with the player automatically, but they'll be destroyed along with it.

    https://www.scirra.com/manual/150/containers

  • No, that's one event, not two. I'm just using a formula inside it.

    Basically I have two versions of each animation, one facing left and one facing right because the character's appearance is asymmetrical and cannot use Mirror without looking stupid.

    I have an instance variable storing the current direction the player is facing.

    When I need to read or play an animation, rather than having two separate events for each animation I just use that formula to choose the base name of the animation then append it with the current direction.

    So with a single event it will automatically choose the proper animation based on the player's current direction.

  • I haven't found any pattern in it, but occasionally Or refuses to work. It does it with perfect consistency in those specific events that show the issue, but I can't find any pattern in what makes it happen at all.

    On other occasions I've just worked around it, but right now that isn't a reasonable option. I need to use the Or event, unless I want to use some stupidly convoluted method to work around something that shouldn't even be happening.

    Here's a picture of the event

    <img src="http://img7.imageshack.us/img7/7854/errorbzr.png" border="0" />

    It's supposed to make it so that the player can hang from an edge if EITHER the player controls are not locked OR the player is running up a wall (which locks controls).

    What actually happens is that the player can ONLY hang from an edge if they ran up the wall to it. No matter what I change that first value to in order to be certain it absolutely should trigger, it just doesn't as long as I have "Or is running up the wall".

    If I remove that "Or is running up the wall" part then it works perfectly as it should, except the player cannot grab on after running up to it.

    Does anyone know of a way to work around this?

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grimwolf

Member since 5 Feb, 2013

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