InDWrekt's Forum Posts

  • In the animation editor, click this icon:

  • On jump, check the direction and set it as a variable. Disable the players controls. Then, given the direction variable say: while not on the ground, simulate control left/right. When they land, re-enable player controls.

  • Getting a day night cycle that looks impressive can take a ton of work. However, to get one that is passable and doesn't take too much effort in Construct, you can use the built in sprite color property. Take a look at this example I built for you. It just uses the day image you posted.

    drive.google.com/file/d/1p129DlOodbgRlcilLy9AfO0drwv8fRMu/view

  • Your solution should work fine. I would suggest one thing to make it a little better. Give the walls a path cost. A path cost doesn't stop the pathfinding from trying to go through the object. What it does is try to find an "easier" route that isn't too much of a detour. If there is a clear path, it will use that path. If there isn't one, it will try to go through it.

  • It's a good start. Could definitely use some refinement. Here's a couple things that you need to look at:

    1. The foxes hit box seems a little off. In places where it doesn't look like I should be touching the spikes I am and where I should be, I'm not. Also, in places where I try to jump from a lower platform to a higher one, I seem to get caught in a weird way.
    2. The ground tiles don't line up on the side so there is a jarring break where they meet. Take a look at the image below. The top is your tile and the bottom is a modified version lining up the edge.
    3. The difference in resolution between all the sprites is VERY distracting. I would suggest picking a single resolution and sticking with it.
    4. The spikes aren't lined up with the tiles causing weird overlaps between them, the ground and other spikes.
    5. The Red and Blue buttons on I believe the 3rd level don't seem to reset when restarting the level.
    6. The level with the Red and Blue buttons, I can drop straight off the first platform and skip the rest of the level and the Boss level. Not sure if this in intended but it doesn't seem right.
    7. The restart button on the Boss level places the fox back at the beginning and the boss back in it's start position but the boss doesn't actually restart. It just stands there unmoving.
    8. The second level after the boss, if you fall off the platform, you fall forever forcing you to restart the entire game. This is also possible in part of the level right after the boss. Just drop to the platform below the gray bar and you can fall forever.
    9. The restart button at the end of the game doesn't appear to do anything.

    As I said starting out, it is a good start. You've got a bit to go before it can be considered a finished product.

    Edit: I just noticed, the Red bars behind the boss (Lasers?) also don't stop the player from passing, just like the wall with the buttons.

    Edit 2: It looks like the fall for eternity issue can actually happen on any level. Just walk off the level to either side. If you want to test this, just start the game and walk left off the screen instead of walking right.

  • Menu - View - Bars - Properties Bar

    Clicking this will show the Properties bar as a floating dock. Just drag it to the dock location you want it (default is on the far left sid of the screen).

  • You will have to figure out your value calculations...

    As stated in my original post, you will have to "figure out your calculations".

    In my example, I did this to define the value of the sliders:

    int(Self.X - (BarBackground.X - (BarBackground.Width / 2)) - (SliderEndLeft.Width / 2))

    You really don't need this, all you need to know is the current distance your 2 sliders can be away from each other and divide it from the maximum distance they can be. This will give the percent distance which can be used to calculate your values.

  • Thanks, it's working fine. but i don't understand about math in this matter, but its ok i will learn it.

    Not sure what you mean here. The math is done for you. As I stated before, all you need is the radius. Your curve is a portion of a circle. You need to figure out what the radius of the full circle would be and set that value as the Radius variable value.

  • If you haven't done it yet, add the Touch object. Add a Touch event when touching object and select the onscreen control you defined for moving right. Create an action for your players platform behavior simulate control - pressing right. Do the same thing for your right control and jump control.

    The events are: Touch > Is Touching Object

    The actions are: Platform > Simulate Control

  • I threw together a quick example for you. You can easily restrict the x position of the slider by setting the drag and drop behavior to just use the horizontal axis and then defining a maximum distance from the center of the background. To get the slider object to stay on the curved paths Y position though, you need to do some math. You'll need to figure out the radius of the circle path you want to follow. Everything else should be provided.

    Construct 2

    drive.google.com/file/d/1-kb24OJNNeBwANyilb4Egmu2MOgdJzp4/view

    Construct 3

    drive.google.com/file/d/1RYz8XO_3vOnp4fzQUoVHnk5Ojx2aY5oj/view

  • Unfortunately, for this I believe you'll have to implement a custom slider bar. Here is an example I threw together for you. You will have to figure out your value calculations but it should do just about everything else you need it to.

    drive.google.com/file/d/1vroBAYGSuyIpygUt8K1CsExNcAedT7_5/view

  • I don't know of a single command to clear everything but, maybe this information can help you cut down your events.

    Since you are specifically asking about arrays, one thing to remember is, arrays are marked global by default. This means the information in them persists between layouts. If you are trying to reset these values at the beginning of a layout, just uncheck the global parameter for your arrays. If they aren't marked global, they won't persist between layouts and will be reset when starting the next layout.

    If you aren't specifically trying to reset arrays on start of each layout, but are instead just resetting them arbitrarily, you could add them to a family and call the families clear action, instead of clearing each array individually.

    Variables are similar. Like arrays, if you are trying to reset these values on start of layout, don't use a global variable. Local or instance variables all reset on start of layout without having to use an action.

    Of course, if you aren't reseting on start of layout and you NEED to use/reset global variables, the system has a Reset Global Variables action that will reset all global variables to their initial value. This resets ALL global variables though so you need to make sure there are no variables you need to persist.

    For Objects, the system has a Reset Persisted Objects action that will reset all items marked as persisted to their initial values.

    These suggestions can reduce your actions quite a bit.

  • 0 means there is no data in the position of the array you are accessing.

  • This isn't quite accurate. While the documentation implies that is how it works, it actually considers items from the same container placed in the editor as joined together. The order you place then on the editor decides which items are in the same container. For instance, of you place 1 copy of sprite1 and the 1 copy of sprite2, they will be joined together. This is because, on start of layout, those items are created at the same time meaning they are created together. This can be tested by setting your container selection mode to select all. You will see that both items will be selected.

    All items in the container will be associated with other items in the container according to the order you place them in the editor. First sprite1 with first sprite2 and second sprite1 with second sprite2, etc...

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  • drive.google.com/file/d/1JdiPBFTmxGz8NWhpiv4hjlG0AcQdejdF/view

    Try this out and see if it works for you. Just click to spawn the ripple effect.