InDWrekt's Forum Posts

  • The red wall is a sprite with the solid behavior. It's not an image like yours was. You have to place a single sprite on each wall of the background. Try to move 1 of the red lines in the editor and you'll see what I mean.

  • In an effort to simplify things for you, I edited your project. Here are a couple things I noticed:

    1 - Because you are disabling some event groups, it would be better to remove all your events to set the character to idle from these groups.

    2 - You have events for letting go of the directions as well as the block so I combined those all into 1 event.

    3 - Because you want the idle to be happening when the 3 direction keys are not pressed, it would be best to use the inverted "is down" event, not the "on key released" event so I changed it to do that.

    4 - This has nothing to do with the above bug but, you had a couple "every tick" events combined with other conditions. "Every tick" does not change when an event happens when there are other conditions. In other words, if a condition is true, it will fire every tick without having "every tick" specified until it is no longer true. "Every Tick" should only be used if you really want something to happen every tick no matter what. There is a blog post about that but you'll have to look it up.

    There were a couple other things I changed but if you look over the project, you should see the differences.

  • See this edited version of your project. The upper left 3 buildings have the wall object. In game the walls are set to invisible so the player only sees your background image. You would have to do the same for all the buildings.

  • Ok, it was what I thought. Your collision bounds are not set to what you think they are. Below is a picture of the actual collision bounds:

    [attachment=0:3sbf925e][/attachment:3sbf925e]

    As you can see, this is your MapWalls image. You are trying to get collisions according to where the black lines are on this image. Construct doesn't work that way. The blue lines with red dots are the actual collision bounds set. When an image is imported, Construct tries to create a collision polygon automatically but, in cases like your image, it is impossible. The collision polygon expects a single enclosed area to wrap. With a map of walls, there is no real enclosed portion. To get the result you want, remove collisions from the wall image, add a new rectangle object called wall and place it along the places you want collisions to happen. You will have 1 instance of the wall for each wall in the image.

    I hope that helps and good luck with your project.

  • That is the file extension for a project in Construct, if you save it as a single file. Basically, find your saved project and attach it to your post. I will download it, open it and take a look at what is going on.

  • Like with most "How do I" questions, there are a lot of ways to accomplish this. However, here is a way that will absolutely minimize the number of actions you need.

    1 - Create a variable (it should be an instance variable on the character but my example has it global so you can see it in the event sheet)

    2 - Create your event where the change should happen

    3 - In the action, set the global variable using the following expression: round(random(2))

    random(2) chooses a random decimal number between 0 and 2, not including 2 and round() rounds it to an integer. Because you are rounding, you will get the number 2 even though random doesn't include 2. This is important in a later step.

    4 - Set all your animations to be the same name with a 0, 1 or 2 at the end (ie: idle0, idle1, idle2) and make sure the number corresponds to the color (all blue animations use 0 etc...)

    5 - when choosing the animation set it to the base name & number (animation = "idle" & animationNumber). The & sign combines strings so if animationNumber = 1 it turns this example into "idle1".

    That's all. See the attached example for a simple use.

    I hope that helps you and good luck with your project.

  • You don't yet have enough rep to post links so we can't see the image you are linking.

    Can you post your capx? That would actually give a better idea of what is going on anyway. An image doesn't allow me to look at what objects you have on the layout and the collision bounds for the objects.

  • This is a simple 1 that would, in most cases, just take a second pair of eyes to diagnose. The issue is here:

    [attachment=0:3a7z9ttt][/attachment:3a7z9ttt]

    You are saying if S is let go and Dodge is not playing but, dodging left uses the Dodge2 animation, not the Dodge animation. You need to include Dodge2 is not playing.

    That should take care of your bug. Good luck with your project.

  • I don't see the problem when I run the project on my system. What plugins are you using? What browser are you running the project in? Have you tried to clear your cache to make sure the project is not running a cached version?

    [Edit] On a Whim, I tested letting go of the S key, not the A key as you stated in your post. That resulted in the above problem. I am looking at it and will post what i find.

  • You should use Delta Time (dt). Follow the link to learn more about it:

    https://www.scirra.com/tutorials/67/del ... dependence

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  • Take a look at my example in this previous topic:

    I hope the example helps and good luck with your project.

  • There are a lot of ways you could do this. A couple are as follows:

    1 - Use the lerp function to adjust the size of the sprite between it's current size and it's new size. This will create an ease in effect meaning the size change will slow down is it nears the target size.

    2 - Simply adjust the size by an increment when the current size and new size are different. This will create a linear change meaning the image will scale at a constant speed.

    See the attached capx for an example of both these methods. Of course both are very simple and need some tweaking to get a natural looking flicker but they should at least get you to a starting point.

  • A0Nasser

    Good example. I was planning on trying to build something like this when I got home this evening but the link is far better than I would have done.

  • I just got done playing a little. Here's what I thought.

    What I liked:

    I liked the back-flip fruit toss mechanic. At first it irritated me but when I figured it out, it was actually pretty funny.

    I liked getting Trick-shots. I accidentally threw the pear almost straight up and when it hit and I got the message, it made me smile and I kept trying to do the same thing.

    I liked the combo score feature. That is definitely 1 thing that would keep a player playing. Trying to get the best combo they can.

    Things I didn't like:

    The first few runs, I got eaten almost immediately because the jump flip toss functionality didn't completely make sense. Once I got used to it, it was fine though.

    The biggest problem I had with the game (and the reason I uninstalled it after the few runs I did) was the graphics. Your caveman and t-rex are both a 2d, vector, paper-mation style, and they look just fine. In fact I really think they are what defines the game. However, you then placed them along side some objects that are full 3d rendered sprites (for example, the snail). These 2 types of graphics don't look/work well in the same type of scene. In fact they clash really bad. That however would not be too terrible if it weren't for the fact that the world you are running through is a completely different graphic style (2d painted sprites).

    My suggestion would be to pick a single graphic style and stick to it. I know for the average user, this may not be an issue, but there are others like me who will not be able to bear the lack of unity in style to be able to enjoy the game play.

  • Take a look at the System "Scroll to" action. It will scroll the entire view to a specified position.