lionz's Recent Forum Activity

  • What I mentioned above then would work well except you are using 8 different objects, usually it would be 8 instances of one object. If it is 8 objects then you group them in a Family, and you say pick a random instance of Family.

    Since you want only one visible at a time you can start a timer behaviour on the object. Then on the timer finished you can pick a random object again.

  • Are you using 8 sprite objects, or 8 instances/copies of the same object? 8 instances would be more usual. Are you saying you want to make them visible one by one until all 8 are visible then reset them or are they being made visible/invisible randomly?

  • Make use of System pick a random instance of Sprite : set visible.

  • You could share a dropbox link to the video or upload a gif somewhere

  • so I changed the events to detect if the player's collider is at the Y+4 offset of the red object. yet it stops a little further above the same object. it only stops on top of the object if the animation is the same as the teleport animation ("Arrive").

    Could you make a video demonstrating the problem? No idea what any of this means

  • so while i try and figure out how to show a pic of what i mean could you probobly tell me what part isn't making sense? i would like to know so i can clarify. then i probobly wont have to do the picture.

    It's because you didn't ask how do i do a teleporter and teleport from A to B, that would be easy, you elaborated to make it sound like something different to this and I don't understand what you mean. If you share a project file or draw it then it's easier to understand what you mean, or describe the design in a better way for someone who cannot see your game.

  • Looks nice. Thanks!

    But how can i navigate to a complete menu where are on one side is the inventory, on the othder side is a character-sheet, on the bottom is a toolbar, etc.

    You use the same kind of logic for set position and adding 1 to a global variable but instead you group all objects in a Family and set Family instance variables.

  • I thought about that too, but what explains at the bottom of the layout the player correctly colliding with the object in red?

    Are they different animations in each screenshot? Even different frames of the same animation can have different positioning or collision.

  • Maybe the Y position is correct but the collision box of the player is lower than the graphics? That's what the floating looks like to me.

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  • I don't think so, it's just generic programming stuff. An instance is a copy of an object in Construct, you can create lots of copies of the same Sprite for example. An instance variable is a variable that applies to the object but can vary between copies/instances. You can check out the manual for more info.

  • Which bit are you specifically stuck on? The gamepad object allows you to select which button or stick is pressed as a condition. To move across an interface you could use instance variable on the objects and as you press left and right, add or subtract 1 from a global variable and compare this variable to the objects instance variable, set position to the one that matches.

  • Looks like you did a lot already? Store the NPC starting position in variables and path to those values

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lionz

Member since 5 Aug, 2013

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