spacedoubt's Recent Forum Activity

  • Instead of having it set the angle and move forward, could you just have it move at the angle (monster.x,monster.y,player.x,player.y)?

  • Clear all the obstacles, then reload the ones you want?

    You could have it trigger any time an obstacle's 'solid' gets disabled. Just clear all the obstacles and reload all the solid ones.

  • I'm not the guy to ask about 3rd party plugins.. If something seems even vaguely possible without them, I won't use them. Yeah.. I'm one of those guys ... You'd be surprised how unnecessary most of them really are.

    There probably is though.. but I don't know.

    Best I can figure, whichever one is dragging, shouldn't be pinned. and whichever one isn't dragging, should be. so if you can find a way to switch between the two, it should work.

  • could you just have the animation wait till the enemy hits the ground? isn't the platform gravity still affecting the enemy?

    maybe use a boolean on the enemy 'AirDeath'.. it could stay false until

    player jumps on enemy head AND enemy platform is NOT on ground -- set 'AirDeath' true

    if AirDeath=True

    set enemy.y to enemy.y + 6 (or whatever)

    then when they land, have it set airdeath back false and run the death animation..

    I'm tired, and I feel like there's probably a better solution.. but maybe that helps..

    if not, got a capx we could look at?

  • if you're trying to drag the pinned object, it will have trouble dragging, because it is also trying to stay pinned to the other object. if the objects are overlapping, you can just turn the drag/drop off on the pinned object. if they are not overlapping, you could maybe have the drag/drop and pin switch enabled/disabled depending on which sprite is dragged.. although, there's probably a better way than that, that isn't coming to me right now.

  • The reason everyone is having such a hard time answering you is not the difficulty of what you're trying to do. It's the difficulty of explaining it to someone who is thinking about this the way that you are. Your approach is so far off, we're not sure where to start. It's also kind of hard to know exactly what it is you're trying to do, based on your approach.

    You keep using the word timer. Are you using the timer behaviour? or are you referring to the wait x seconds command? You keep saying you don't want to have to rely on the timer to switch animations. You don't. But then why do you keep programming it that way? Is the problem that you just need to set your animation speed to not play? could you use "on animation finished" to trigger the next animation? I'm trying to help, honest. I just think you're not going to get much farther if you don't get a better understanding of how C2 works..

    Have you done many of the tutorials? I really feel if you had, you would have approached this much differently than you have.

    I mean no offense, and I hope you don't take it as such. I'm trying to help

    EDIT: also, if you'll upload a capx (the forums will tell you how to do this). I guarantee someone will get it working like you want.

  • Highdry012 Please don't take this the wrong way, but you're doing a whole bunch of things incorrectly in what should be a fairly straight-forward task. May I suggest maybe trying out some of the beginner tutorials to get a better idea of how C2 works, first, and then come back and see if you can't figure this out.

    haha.. interesting.. Google Drive is doing the same thing: (couple suggestions for new hosts there)

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  • It kinda sounds like you've got it figured out? Which part exactly are you stuck on? I assume you mean digital clock as opposed to analog?

  • I just wanted to remind anyone who might be using google drive to host their games that they're gonna kill it TODAY <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    http://googleappsdeveloper.blogspot.com ... rt-in.html

    If you need another option, I've started using http://www.bitballoon.com as per the recommendation of many other C2 users, and I think I like it. You can drag the folder in just like with drive and you get much cleaner web addresses to work with. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • If you'll use system--create object instead of 'spawning' the pickups, you can use x/y instead of image point. Which will allow you to put random in the x and y parameters.

    System-Create Object Pickup at

    X: random(obj_spawnzone.bboxleft, ob_spawnzone.bboxright)

    Y: random(obj_spawnzone.bboxtop, ob_spawnzone.bboxbottom)

    add an 'player is in room' to make sure it won't do it other rooms.

  • It works, right? As long as it's working like you want, then yes! There's nothing extraneous or awkward going on like before. I can tell ya that.

    You can have the text initially be set to "0" in C2, but doing the startlayout is fine, too. It doesn't make any real difference that I can think of..

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spacedoubt

Member since 15 Jul, 2014

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