Wigriff's Recent Forum Activity

  • siks: That does the same thing as my other potential solution; it triggers the first frame of the up-left animation, but the animation doesn't actually play.

  • I can link you to an explanation of the workaround if you want, or I will post here when I figure out how to do this without lag.

  • I was wondering the same thing. I know a work-around to setting animations based upon the angle of the current player, but there is always a lag in animation change when changing directions, which is entirely unacceptable. The animation changes are instantaneous when they are mapped to keys, but when you try to do what you described it doesn't work.

  • Vee41: You sir, are a scholar and a saint. And a small, disheveled, furry brown thing, apparently. Regardless, I like you.

    And here I thought making families would require weddings or some sort of weird sprite mating ritual that I wasn't entirely sure I wanted to be involved in. Your solution worked brilliantly. I actually didn't know about the families function or how it worked until now. You have saved me a TON of time in this project, and not just with this. Thanks. :D

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  • So I would make an identical command for the trees as well? I tried this, and with one for the trees as well, and either the player is always on top, or the trees are. I am sure I am doing something wrong. lol.

  • Oh, r133 is a beta release. I guess it isn't because of Steam. heh

  • Ugh. I DO have a paid license (personal), but it is through Steam. It says that I have version 132, and I need version 133 to open your capx. I should have never bought Construct through Steam. Ever. EVER. It has been a constant headache.

  • I can probably do it much like I did the opacity problem, using blackhornet's method in combination with yours.

  • I think that will work Cow, but I will have to work out a way to do it using the UIDs I think. When I apply it to all trees with a "For Each" it creates an... interesting phenomenon. lol

    Check it out: dl.dropboxusercontent.com/u/172450407/ForumTest/index.html

  • It is a spambot that will eventually insert a link.

    So he isn't a Nigerian Prince with a large inheritance for me? :(

  • The other issue I am having with making my player interact correctly with trees is a z order problem, I believe. I have browsed the forums looking for a solution, but so far I haven't found any.

    Basically, I want the player sprite to look like he is standing in front of a tree if he logically SHOULD be standing "in front" of a tree, and I want him standing behind a tree if he should be standing "behind" a tree. So far I have him permanently z-ordered behind the trees.

    This is a test level with some placeholder graphics for the UI and no animation, so please excuse the awful presentation. I just want to show an example of how it is currently working.

    dl.dropboxusercontent.com/u/172450407/ForumTest/index.html

    We are making a tower defense game along the lines of Pixel Junk Monsters if anyone here has played it on PS3. If you watch some PJM gameplay footage you will see how their player interacts with trees. We aren't cloning the game, but we pretty much cloned their 1st level because we figured if we can make a PJM level first with all the core functionality, we can just adjust things from there.

  • Well I'll be damned... I don't know why that didn't work for me. I'm almost positive I tried that and variations of that at some point. Maybe something else in my event chain was interfering with it since my event chain is more complex. Hmmm...

    Well, the moral of this story is to definitely use Vee's simpler, more concise example if it works, and if not use the complex, convoluted example I previously posted. ;) lol

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Wigriff

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