ryanhagz's Recent Forum Activity

  • Another thing you might want to try is destroying unneeded objects like the ones that aren't visible. If the game is a side scroller like flappy bird, you could put a line of code in that destroys anything that is passed the 0 pixels mark. Also, like Iceangel said, check the size of your images. Depending on how little they are, you might even want to make them a bit bigger (i.e makes more sense to have 1 solid ground sprite than many instances of a ground sprite on screen making the processing heavier)

    Worst case scenario, you have a crappy phone!

    Hope it helps!

  • My guess would be something along the lines of, enable the physics behavior on the crate then, when the player is within x distance of crate and clicks it, set the crates position to characters arms x,y. For the throwing part, i'd say have your characters arms set angle towards mouse x,y and when right button clicked, throw the crate towards angle of mouse position. I can see about coming up with a basic layout if you need it.

  • Your English is a bit broken, so it's hard for me to understand exactly what you're looking for, but I think I know what you're going for.

    The attached example should help you a bit.

  • Wow, amazing Wisdoms! Go with his, much cooler!

  • Simple, go into the event editor, System > compare variable. Choose the variable you'd like to compare and what to compare it to.

  • You mean something like this?

    If so, It's quite simple. Create two frames on a sprite, make one black, one white. Check the position of your sprite, if it is where it should change colors, update the frame and trigger the sound through the "Media" Object.

    Hope it helps.

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  • I haven't worked with animations much yet, but what I would try if I were you would be comparing the current animation frame and what arrow key is being pressed in order to change the current animation.

    I'd set up two separate animations, the first having the frames for the character flying up,down,left right,hoverLeft,hoverRight. then make another animation with just the "turning" frames. From there, you could try something like this:

    Animation frame = 4                         set Animation to "turns"
    On Right Arrow pressed -------------------> set Animation frame to 1[/code:13it0r9h]
    *assuming frame 4 was the player flying or hovering facing left and that frame 1 of the "turns" animation was the left to right turn sprite.
     
    If something like this didn't work, I'd try setting up multiple 3 frame animations for each direction you need to turn and then when an arrow key is pressed in the opposite direction the player is currently facing, set the active animation to the particular "axis" you're turning on. On completion of the animation you could set the active animation back to the original and set the frame to whatever direction you were supposed to be flying in.
    
    Like I said, I haven't gotten too deep into animations yet, but this seems like it should work. I'm sure someone with MUCH more experience will come and help you out with this though.
  • Go here: [quote:2pmm7pgu]https://www.scirra.com/forum/how-do-i-frequently-asked-questions_t63692

    There is a section exclusively for isometric games

    good thread to bookmark for pretty much anything you need in Construct.

  • Thanks for the response Ruskul! Could you please explain a little further or post an example?

    I understand using instance vars, but what do you mean by putting it on the family of objects? What I'd like to do is have one sprite named 'tile' and then like the 'fire' tile in the example, create more 'elements' on the menu to spawn whatever tile I click. From there, be able to copy the instances including the color. Or would I have to make individual sprite for every color(element) I want?

  • Hey guys,

    I'm working on a project inspired by tonycrew 's level creator in the "How do I" FAQ in order to become more familar with construct as a whole. It's going well so far however, I ran into an issue I was hoping someone could help me with.

    I have a pullout menu on the left side for the different tile types you can drag and drop onto the 32 x 32 grid I have. The problem is though, When you duplicate the tile on the menu and place it on screen THEN close the menu and copy the instance on screen and place it, the object is created, but isn't visible until you open the side menu again. While there are many bugs in this project I'll probably bother the forums about again this is the one i'd like to tackle right now. lol

    Project file is included.

    Thanks guys!

    Directions:

    L click & hold - drag

    L click release - drop

    R click over sprite - copy = true

    L click & copy = true - paste

    X - delete

    C - change color

  • Just about every time i go to try a game in the arcade i get an application error thrown back or they start and then freeze. I've screen shot two of the errors:

    Anyone else had these issues?

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ryanhagz

Member since 20 Feb, 2014

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