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  • There's a few problems there so I'll try and explain without it being too confusing. I went with the variable method because I don't like the angle logic but it looks like you are using angle so maybe it's ok to use this instead (assuming the walk animations are correct for you).

    The main problem is those angle conditions for walk animations are running all the time so you won't be able to set an idle animation. They need to be 'sub events' but are currently just listed underneath as separate events which doesn't mean sub events in construct. You need to press S and add them so they are indented under 8 direction is moving event. That was maybe your problem from the start.

    So ignore the variable logic I mentioned, when you have fixed it so those angle checks are sub events/indented on the 8 direction is moving logic, all you need to do is copy and paste those events, change 8 direction is moving to inverted, and change your animations to the idle ones.

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  • The particles do not relate to any rocket. The rocket picks itself but when you say particle destroy it picks all particles as none are defined. A quick fix is to put the rocket + particle in a 'container'. Then you create the rocket only, it creates the particle with it and relates to that rocket. When you destroy the rocket, the particle is destroyed. You never need to refer to particle, you say create rocket and destroy rocket, particle is created and destroyed like they are one object : construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • It knows when the keys are released because your logic says when 8 direction is not moving then set the animation to an idle animation. Because you just released for example W then you character will want to face up so it will play the up animation and it will have a variable set related to when W was down.

    For the key logic you do something like :

    W is down - set variable to 1

    D is down - set variable to 3

    W is down AND D is down - set variable to 2

    You do an AND by adding both conditions together on the same event

    Use a global variable, not a local variable.

    The idea is when you release a key, the last key or keys that were down will have produced a variable. If you were holding W(up) and released then the variable will be 1 etc. That variable then relates to an animation.

  • You can search for "table tennis" as easily as you can search for "tennis" so not sure what you're doing wrong...

  • Sounds like you know what you're doing but key release is problematic there. I would do it on key press rather than release. Set up logic such as, if W pressed set variable to 1, if D pressed set variable to 2. If W AND D pressed set variable to 3 etc

    Then you have your current logic inverted 8 direction is moving, set animation to "variable" where variable could also be the name of the animation to cut down on events. For example if you called them idle1 idle2 idle3 you could say set animation to "idle"&variable

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  • Else : set global var to 0

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  • How experienced are you with Construct because so far this sounds like you just created some text boxes in a layout? You can push the stories to the back of an array and use array data to limit what is shown in title and story lists.

  • There are a few things you can do to tidy it up. Maybe the collision box doesnt have to be all the way around the object and you can limit it to a very tiny area that matters? You can also give the block that is falling a variable that is set to distinguish it and make sure it is only picking that object for collisions and not all blocks in the level.

  • Put some invisible objects on the key areas at the corners, and when you overlap them, set a variable on the object to true. If all objects linked to the main object have variable true then destroy it. If the timer expires, set all variables back to false. That's how I would do it but there are other ways...

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lionz

Member since 5 Aug, 2013

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