DALinProgress's Recent Forum Activity

  • Thank you so much! That worked PERFECTLY!

  • My issue is that with the platform behavior I have it set to IF MOVING, show RUN animation or ELSE show IDLE animation. I have a grow animation going between two states but it won't run because the sprite is still moving, and therefore shows the run animation.

    How do I temporarily freeze the character to let the animation run before restoring movement?

    I've tried several things (including making gravity and deceleration 0) and even disabling platform altogether and had unexpected outcomes.

    Thanks for any advice.

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  • Thank you so much. I will try this. :)

  • I have a dungeon game and when an object is used, I want it to respawn, but I want it to spawn randomly, choosing between a few different spawn markers. I only want one of that object available at any given time, so I don't want every marker to spawn the object, nor do I want it to spawn the same place every time. Any suggetions? Thanks so much. :)

  • Thanks again. I found a workaround that was pretty simple. I instead used one of the objects, different but consistent in every case to be the condition. There's surely a more elegant way than what I did, but it's a solution. I appreciate the info though.

  • Ok I'll try that. Any idea why objects get stuck at the edge when bound to layout using tile movement? Thanks for the help.

  • That was my question. When creating events, how do you differentiate between instances? I'm sure I'm missing something small but I'm stuck. Thanks for your reply.

  • I've set up some events that work perfectly if there is only one instance of an object. But once I add a second instance, it just doesn't work. I'm sure it's just my ignorance, but I don't understand how to differentiate instances when making events.

    Example, I set up object A to be destroyed when object B has a collision with object C. Works perfectly. But when I add another instance of objects A and C, I've had either all of the instances of that object get destroyed or sometimes neither instance gets destroyed. How do I differentiate which instances are affected? I assumed UID but I don't see how to choose that under events.

    Also, is there a way to group two object instances together? Say I have an object but want a second collision box for it (so that another event is triggered separate from the second collision box). I make an invisible collision box and place it. It works. But if I copy both instances, the second set of objects don't behave like I expect.

    Thanks so much for all of your help.

  • Title. I'm using the tiling behavior to move a piece across the board. It works great unless the character is pushed into the edge at which point his movement gets stuck (though he can still turn directions. I really want him to go to the other side of the board, but the WRAP function mixed with the tiling behavior causes the character to lose control and keep going. Help is always appreciated. Thank you.

  • Thank you both so much! Changing the collision polygon worked perfectly! Solved.

  • I'm very new to programming in general but very familiar with graphics (my living for decades). Anyway, I'm just going through tutorials and playing with the behaviors. I'm following the tutorial for a platformer but the collision doesn't always work. I'm trying to figure out why my enemies sometimes hit the EDGE marker and turn around and other times they do not. I tried putting two edge markers down in one location which helps but they eventually go through. Any help would be appreciated.

    Link to project:

    1drv.ms/u/s!An5w1gaZF1_si3gDf6_Su8n_8Pgl

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DALinProgress

Member since 15 Apr, 2020

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