rekjl's Recent Forum Activity

  • Wow, first of all that is indeed weird.....how the text falls out of the textbox with each shake is definitely not natural.

    For anyone having problems with this, there is one solution to this while Ashley and the team take a look at this issue. You can set the textbox in different layers and set the parallex to 0,0 and that should stop the text from moving around for now.

  • That means your animation is set to be playing. Go to your sprite editor, select the animation window, than you will see a few options on the left tab. Set the loop and play to 0 and that will tell C2 to stop playing the animation and treat them as individual frames.

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  • Ha danalog,

    Yes you are correct, you will have to disable the controls simple by disabling the custom movements until you are ready for the layer to once again take control. The first thing you will need to change is the condition for game over. You can remove the condition if player is overlapping block, than disable the custom movements, than set your animations of the pig losing control, than enable custom movements again.

  • If the object doesn't have any animations to it, than it can be achieved using sprite frames. In the sprite animation frames, create as many of the images that you want. Remember their animation frame number for each of those images. You can use them as the value in your array. For example, if sword is at frame 5, than when both the arrays value are at 5, you can create the object and set the frame to 5.

  • What I am trying to get is somewhat like a quiz. Sprite 1 is set to random frame, with each frame posing a puzzle. I set the answer by setting spriteanswer to frame: sprite1.animationframe, since I've set the answers to be accordingly. The problem is, for the other wrong option of this quiz, how do I get it to display a random frame while making sure it is not the correct frame.

    I tried a sub event where if the wronganswer sprite = sprite.answer, to choose another frame, but it than always changes frame even if it is not the one selected.

    Not sure why it doesn't works, or perhaps there is a more efficient way to get this done?

  • You create 1 character for player 1 that responds to the wasb controls only, and a second character for player 3 that responds to the arrow keys. This way, they can use the keyboard and play together at the same time.

  • Multilevels are basically just different layouts, controlled by event sheet and organized in the way you want the game to flow. For example, when all the conditions for completing level1 is finished, you can use the action to go to the second level and so on.

  • Great to see it updated! Can't wait to test it out!

  • allavett, haha thanks, It is much appreciated! It is always good to learn new ways to implement ideas, so thank you for showing me something I didn't know! Hehe exp +5

  • codah, thanks so much! Yup, actually all the other mechanics of the game has been already finished. It was just that when I did more testing I found this section to contain bugs. Again, thanks codah, much appreciated!

  • Thanks mindfaQ and jobel! That was what I tried initially as well, mindfaQ, but it doesn't seem to want to choose based on the instance variables. So it really surprised me that booleans work perfectly jobel. Although now I have another issue, once I set it to true, I can't get it to turn false again. I ran a manual debugger and indeed, all booleans that have become true, stay true even though I set it to return to false. Not sure what I am doing wrong here. The capx is below if you don't mind taking a look.

    Another issue I am having, I set it to pick the nearest sprite from spriteb's position + random(-2,+2). I set it like this simply to get a more random and zig zag movement. It seems to work for the most part, except that now when spriteb moves, it looks like it does a little curve movement, which is weird since I only used it to detect and not for the movement.

    Hopefully someone could take a look and point out where I am going wrong.

  • I am having problems with how to pick a random object on a grid, while avoiding certain objects.

    Imagine a ball in a small grid. The ball moves from one position on the grid to another that is directly above, below, left or right. It can't move horizontally and it can't go out of the grid. I used pick nearest and it works well. Except I don't want it to move to a position in the grid where it had initially came from. For example, I don't want it to move from position A, to B, than to A again. It can go from A to B, to C, than to A again, but should not return to the last position.

    For my example, we can use the UIDs, since all objects on the grid for the ball to move to is always constant and never gets destroyed. The problem is I really have no clue how to set it to pick nearest while making sure to avoid certain objects.

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rekjl

Member since 13 Oct, 2013

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