brainwavecreations's Forum Posts

  • Good to know fedca :). I've been making notes based on your replies lately. Learn something new everyday. Such a helpful community here.

  • That is beyond my knowledge at the current time. Maybe someone with more knowledge can help out. You may find some useful information from this search query, duckduckgo.com

  • Haha, not a problem. Happy to try and help. I'm still relatively new to Construct as well, after not using it for years, I'm sort of relearning much of it. Learn something new everyday :). Glad you were able to get it sorted out!

  • Yeah, this is most likely your collision box on the Sprite object, and image point. I've had issues because lines of the collision box were not entirely straight, and or flat. Check the boxes manually for the X, and Y position on each point of the collision box in the sprite editor.

    These days I mostly just use a square placeholder for certain objects like players, then just pin the player to that square. Two objects "playerBase", and then "Player. Pinning/moving "Player" to "playerBase", then manipulating each object as needed for different gameplay mechanics.

    Then, of course, make sure your image point is centered for all animations/framse. The image point will need to change, depending on the animation. With pixel art it's a bit easier, as you can use a common pixel in each animation frame, and use that as a reference to position the image point properly for that frame.

  • Any luck getting it to load? I've had this happen once or twice, but was able to eventually get it to open. Are you using Beta, or Stable release of Construct 3 while working on the project? I can try loading it on my end, of you'd like.

    General troubleshooting. I would clear out your entire browser. History, cache, cookies, etc. If you are running from a local copy of Construct 3. Uninstall it, then re-install the version you were using from the Scirra website. Just load that version on Scirra, then install a local version again. Could also test an alternative browser if all that fails.. Chrome, Brave, Firefox, etc.

  • Check the newScale value in a System Event(Equal, Greater Than, Less Than, etc), then in the action under that System Event, set it to your desired maximum zoom out size? I hope that makes sense.

    Basically just checking the zoom value is equal or less than, your desired maximum zoom out specs, then make sure it gets set to that specification. Hopefully this helps, and I didn't make it confusing. Sometimes I have difficulty putting thoughts into words.

  • You're welcome :)

    Happy I could be of help, and I'm glad you got it working! Keep it up!

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  • It could be that first Event pictured. I would add a condition to check that the player is on the Floor as well in that one. That way that one activates when they are on the floor. And the midair action will happen when the player is off the floor jumping/falling.

    EDIT: Also looks like you are setting "Variable1" to true during the reset. Wouldn't that need to be set back to false? Since, it is being set to true during the attack phase?

    You may also want to use a separate variable for each one. One for on ground, and one for the mid-air? Depending on how you are doing things. That could be a confliction as well.

    EDIT 2: And, during the reset. The check for W and E key, would want to be inverted? To see that they are not down? Or simply have one condition, to check that they are on the ground, and set the variable accordingly.

    That's just a few things I noticed looking over the screenshots. Hope it helps :)

  • Hmm, might be an issue with the wait timing like mentioned earlier. Rather than having two copies of the events for is jumping or is falling. You could simply set it all under one for "Is on Floor", and have it inverted? That way it will check to make sure the player is in the air, whether they are jumping or falling.

    Let me know how you make out, with the enabling the double jump. Other than that, make sure no other Events are conflicting with this one in the event sheet.

  • So it looks like in the screenshot posted above, it's disabling it for 3 seconds, then enabling it again. The double jump that is. So if you are in the air for longer than 3 seconds and happen to hit your key for jump, then it will perform the double jump. That may be why the double jump seems hit or miss right now?

  • Yeah, under the properties for your player object on the left hand side, there should be a double jump option. You can click that radio box to enable double jump, or uncheck, to disable the double jump feature. Hope this helps :)

    EDIT: Although in your screenshot above, it looks like you have it disabled there in the event sheet.

  • When exporting. In the "Android build" dropdown menu, choose "Unsigned Android App Bundle", or "Signed Android App Bundle". Whichever one you prefer, or are looking to export to.

    I just tested it with one of my projects I have planned for the Play Store. And, this will export your project to the required ".aab" format

  • My pleasure :). Keep up the great work!

  • Easiest way to do that would be to run a check to see if the player is in the air. There is a condition for "Is Jumping", or invert "Is on floor" to check to see if they are not on the ground/platform.

  • Yes, there should not be any problem to use those assets in a C3 game.

    Awesome, thanks for your response :). I thought it would be fine, but just wanted to double check.