UnitDTH's Recent Forum Activity

  • Wow, thanks LittleStain! That's right along the lines of what I'm trying to achieve. Now that I have a place to go from maybe I can figure something out. If I'm to understand correctly, you are unpinning the bee every instance for mirroring and offsetting the x and y of it based on it's original pinned location?

  • Here is the link to the .capx:I tried to post it last night, but my "Rep" isn't high enough to post URLs.

    I would like the Bee to mirror to the opposite side of the Sprite2 player character and still keep its pinned position.

    Edit: Still can't post URLs...

    dropbox.com/s/w7u74jvyq1u1jar/ProjectNeedingMirroring.capx?dl=0

  • Basically, I would like to mirror a sprite based on it's "Pinned point" to another object it has collided with.

    If the object hits the playerChar on the Left Side and is pinned to it's point of collision and then the player mirrors and begins to move to the right, how would I mirror the object that is now pinned to the playerChar, relative to the point at which it was originally pinned? I hope that is worded properly and not too confusing.

  • Thanks a bunch. I just get a mental block sometimes! I was making that a whole lot more complicated than it needed to be.

  • So, I am trying to get an object to stick to another when they collide and make object 1 "stick" to object 2 and remain stuck to object 2, while following it's movement and rotation, until the end of the layout. Example: bugs come flying at the player character from left and right sides of the screen and "stick" to the player character at the point where they collide.

    Is this actually possible to do? I guess Katamari would be a great example of items sticking together and I searched far and wide for something like this in the forums, but all I found was a Katamari reference for Construct Classic with a dead link to the original example file. Would I need to setup numerous image points and have the incoming objects "stick" to the individual image point that they come into contact with, or is there an easier way?

    Thanks in advance for any help that is provided!

  • Figured it out. Needed the Trigger Once While True, Special system event. Any single use audio file needs to have it attached if you don't want the audio file to play 60 times in a second, or whatever your frame rate tick is set to. Thanks for the help.

  • That will be you. You are playing the file more than once. Make sure your events are set up to only play it the once.

    I have the event setup to make some text and a sprite "appear" and then pin the text to the sprite's image point.

    I have looked and looked and I can't, for the life of me, figure out why it continues to play the audio file. Is there a specific method to make the audio file play only once? i thought that not allowing it to loop was telling it to only play once?

  • I have a single sound file that I make play if a certain event has happened, but the issue with the sound is this,

    after it begins playing it gets a type of gain or reverb on it that makes it echo and the sound never stops playing until the next event is triggered (events are user triggered in this project). Is this a common problem? I recorded the sound as a .m4a then converted to .wav, so that it would properly convert inside of C2 - making a .ogg and a .m4a audio file for the program to access properly for playback. I have tried stopping the audio after it has reached the end of playback, it is not set to loop and I haven't adjusted the volume. It's just going totally crazy when the sound is called. Any way to keep the sound from playing over itself multiple times?

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  • Something I made a long time ago:

    The way this works is exactly how I want mine to work! Thank you for this demo. Now I at least know how to begin the implementation of it.

  • For anyone that is having this same problem: I discovered that it is localized to IE and not another browser.

  • Ok, so here is my issue. I am using a pathfinding behavior on a sprite and I want the sprite to scale incrementally, down in size or up in size, according to its location on the screen, i.e. if the sprite is following a path toward the top of the screen it would "shrink" in size, if it was following a path toward the bottom of the screen it would "grow" in size, effectively making the sprite simulate forward Z movement and backward Z movement(simulated depth). I have gotten the sprite to change scale when it passes a certain location in the layout, but it only scales to one size and never scales back up to it's original size. My question is how would I scale the sprite incrementally based on it's X, Y location on the layout, without having to enter a scaling action for Player.X < X and Player.Y < Y about a million times? Thanks for any and all help!

  • Actually I have seen this lately as well.. Nothing to do with global variables though.. I'm using 175b

    I am actually using r175b. Sorry for the mixup. Man, I feel like a complete idiot.

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