7Soul's Forum Posts

  • > Try

    >

    > > If Space pressed
    >   Object is on Layer 2
    >     -> Move Object to Layer 4
    >   Else
    >     -> Move Object to Layer 2[/code:kycxom1x]
    > 
    
    It says that Else is not valid.
    

    Make sure you are applying it to the right event. If you add it to the "space pressed", it isn't valid, but it is to the Layer condition. The Else event should be directly below and at the same spacing as the event:

  • The Trigger Once when left by itself in a group, will only activate at the moment the group is turned on. You should use a timer (the Timer behavior) instead or a "every X seconds"

  • Instead of using the keyboard to tell which animation to play, make it so the movement of the object sets the animation. This way either input method will result in the same group of events

    PlayerSprite Platform Vector X > 0
        Set animation "Walk Right"
    
    PlayerSprite Platform Vector X < 0
        Set animation "Walk Left"
    
    PlayerSprite Platform Vector X = 0
    +Player.Direction = 1
        Set animation "Idle"
    Else
        Set animation "Idle Left"
    
    Keyboard Right is down
    OR
    Is touching TouchRight
        Simulate Move left
        Set direction to 1 
    
    Keyboard Left is down
    OR
    Is touching TouchLeft
        Simulate Move left
        Set direction to -1 
    [/code:3qecvlrq]
  • Try

    If Space pressed
      Object is on Layer 2
        -> Move Object to Layer 4
      Else
        -> Move Object to Layer 2[/code:3l00yix4]
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  • Could you post an image (or the .capx) of your events?

  • The actual font image total size also has to be divisible by the font size. So a font that has numbers 0 through 9 side by side each with a width of 20 pixels would have to be exactly 200 pixels wide

  • Always have the same collision box for every frame. If you need a different collision for a certain specific event, pin invisible sprites to the player, which serve as a detection mask

  • This is usually what you want:

    The collision mask should be rectangular and smaller than the sprite, which makes sure collisions are precise and simple, and it gives the player some breathing space for touching hazards. Also make sure the collision is always the same in every frame (right click and choose "apply to all animations")

  • Did you try clicking that little button on the top? Maybe you're inside a folder that has no objects

  • Can't you accomplish what you're trying by having "a" have a lot of animations? "Copying" frames is impossible (been using C2 since it came out), you can't dynamically change sprites' images, hotspots or collision boxes

  • I think it's more organized to have it all in one layout dedicated to just having those objects, but it's up to you

  • On air try to set acceleration and decceleration to 0, then restore it back to normal when on ground

  • Use the Textbox object instead. You can then use CSS to make the Textbox object look like regular text

  • I made a quick .capx with those exact events and it works no problem: https://dl.dropboxusercontent.com/u/395 ... _proj.capx

    Your problem is probably in some other event, and if we don't know what other events are there there's little we can do to help

  • The manual entry for it. Also useful to understand what you can do with Expressions