SirPogsalot's Recent Forum Activity

  • I had tried that several times already with no success but after closing and reopening the project it appeared to work properly. Thanks!

  • I've got a player sprite with 8-Direction behavior and it's supposed to stop at a tilemap which I've given the Solid behavior, but for some reason the player sprite just goes straight through the solid tiles. I've tried everything from making sure that they have collisions enabled to making sure that the player isn't unintentionally filtering solid collisions, and nothing has worked. I'm not sure if this is a bug or I'm just missing something obvious. Here's the file:

    drive.google.com/file/d/10hkG1Kll1u77YLVQqLge0YXTpWRzvwBF/view

  • I know how to do this from a very basic perspective but I can't figure out the simplest and most efficient way to do it. I feel like using a Timeline might be helpful but I have no idea how to use a timeline, and functions feel overcomplicated. Am I missing something obvious or am I going to have to figure out how to work with timelines?

  • The background of one of my game's layouts is meant to be gray, and it shows up like that correctly in the editor, preview, and the MacOS export. However, it for some reason appears white in the Windows 64 bit export. The layout in question is "bitterSlopes"—the hub layout is meant to be white. Here's the project:

    drive.google.com/file/d/18kjYnyoZ50AB_g5AkxUqO0riz0JoYfHs/view

  • Ah, thank you!

  • Some of my layers have effects added, like radial blur. These look amazing in game, but they are very distracting in the editor especially when zoomed in. Is there any way to disable them in the editor?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • That worked perfectly, thanks!

  • I've got this object called a Death Mine (very clever, I know) that explodes after a delay when stepped on. The delay is determined by an instance variable called detonate. When the mine is stepped on, its animation switches to one with a flashing light. Every time the frame switches to 1 (the frame with the light), it should increase the detonate variable by 1. When "detonate" reaches 10, the mine explodes. However, when multiple mines are activated and all of them are flashing, they only increment their own detonate variable if every active mine hits frame 1, rather than just themselves. This means that if multiple mines are activated and their animations are not in sync (95% of the time), they will never explode because there is no point at which every mine's frame is 1.

    I can't tell why they are acting like this, because as far as I know the variables, conditions, and expressions that I used are supposed to be able to only apply to singular instances, so I'm not sure why they seem to be reliant on each other to succeed. I am not entirely sure if my diagnosis of the problem is correct, so I've attached the C3 file for you all to dissect.

    drive.google.com/file/d/18kjYnyoZ50AB_g5AkxUqO0riz0JoYfHs/view

SirPogsalot's avatar

SirPogsalot

Member since 12 Feb, 2021

Twitter
SirPogsalot has 1 followers

Connect with SirPogsalot

Trophy Case

  • 3-Year Club
  • Entrepreneur Sold something in the asset store
  • Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

8/44
How to earn trophies