CharliePink's Recent Forum Activity

  • > > On start of layout b, player move to suitable layer.

    > >

    > > Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    >

    > Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

    Both ways work, up to you what you find easier to do. If the layer has the same name on each layout and you include a event sheet with the events triggering "on start of layout > move player to layer (main)" . You can include your custom event sheet to event sheet by right clicking a layout event sheet and include,

    As he said above you can easily move one object from a layer to another on start of layout

    THank you all. Your answers were very helpful and actually helped me fix a few bugs I didnt even realize were dude to my layers being unorganized.

    Kind Regards

  • On start of layout b, player move to suitable layer.

    Or put your player on a layer with the same name or index? Why do you not have a consistent layer for the player on each layout?

    Thanks so much for this. Just to make sure I understand, So if I have a layer named "main" for each layout that would work? Or would it be better to have the player layer have the same index?

  • Im working on a MetroidVania type game. I want to separate the sections of the map into different layouts to keep performance decent. Naturally this means my character needs to move from one layout to another quite often. The layouts all have their own layer names.

    When using the "Go to layout" action how does construct determine what layer in the new layout is for the player if your layouts have different layer names? Sorry if this question is confusing in any way. Ill give you an example of whats happening with my project.

    My character starts on a layout A with multiple layers. When transitioning to layout B using the Move to layout action it seems to just randomly choose a layer to place the player sprite. This causes a few issues for me.

    This is the code that triggers the transition to the new layout.

  • It's strange that you posted an image of almost the full event but not all of it. If the controller works then I see no reason why the enter key wouldn't work. As a standard though I don't like to put trigger conditions in a sub event because things can get weird.

    Actually your recommendation to not have trigger conditions as a sub event seems to have done the job thank you so much. Below is what I changed.

  • Sorry about that. Here is the rest. I left out the functions. This is very weird to me as well. I don't see a reason it shouldn't work but I'm not very good at creating the logic just yet. I hope the new screen helps.

  • Side note: If I was to removed the Keyboard mapping from the unpause portion of the code I can get it to pause. Of course since there is no logic to unpause with the enter key I cant unpause it with the keyboard. Im trying to figure out why having the enter key mapped to pause and Unpause causes it to do nothing.

    Kind Regards

  • Hello there!

    First I want to thank you for even clicking to read this. Much appreciated.

    Im working on a simple pause screen that will display some progress information to the player. Im having a bit of trouble with my keyboard mapping. When I press the pause button with a controller I have no issues. For some reason the key board mappings wont work. If I hit the enter button with the code below I get nothing. Any one have a clue as to why this is happening. Again start on the controller will pause and unpause as expected. Hitting enter does nothing.

  • That works amazing! Thank you so much!

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  • Hello there,

    Im hoping this is a really simple question. Im new to programming so forgive me for any silly follow up questions. I created a dash ability for my character using the Bullet Behavior (See below). I want this special ability disabled until an in-game item is collected. Ive tried to add an on collision with my test item as the first event in this dash block but that didn't work. Is there a good way to tie the dash ability I created to an an item?

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CharliePink

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