lionz's Forum Posts

  • Does the event sheet relate to that layout? Does clicking the splash go to a different layout?

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  • What type of game is it? The 8-direction behaviour is for top-down style games where the camera is above. Does it need to be 8-direction? There are other behaviours you can use for jumping.

  • System : on start of layout - play audio

  • You'll have to share more info on the files you want to play. I see you trying to play one level music which is playing fine.

  • Hmm not totally sure because the 8-direction behaviour moves in 8 directions but when you stop it snaps to 4 directions. Since you are using angle you could try setting angle for the sprite based on keys being pressed and making your own movement to accomplish this instead of that behaviour.

  • There's a few problems there so I'll try and explain without it being too confusing. I went with the variable method because I don't like the angle logic but it looks like you are using angle so maybe it's ok to use this instead (assuming the walk animations are correct for you).

    The main problem is those angle conditions for walk animations are running all the time so you won't be able to set an idle animation. They need to be 'sub events' but are currently just listed underneath as separate events which doesn't mean sub events in construct. You need to press S and add them so they are indented under 8 direction is moving event. That was maybe your problem from the start.

    So ignore the variable logic I mentioned, when you have fixed it so those angle checks are sub events/indented on the 8 direction is moving logic, all you need to do is copy and paste those events, change 8 direction is moving to inverted, and change your animations to the idle ones.

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  • The particles do not relate to any rocket. The rocket picks itself but when you say particle destroy it picks all particles as none are defined. A quick fix is to put the rocket + particle in a 'container'. Then you create the rocket only, it creates the particle with it and relates to that rocket. When you destroy the rocket, the particle is destroyed. You never need to refer to particle, you say create rocket and destroy rocket, particle is created and destroyed like they are one object : construct.net/en/make-games/manuals/construct-3/project-primitives/objects/containers

  • It knows when the keys are released because your logic says when 8 direction is not moving then set the animation to an idle animation. Because you just released for example W then you character will want to face up so it will play the up animation and it will have a variable set related to when W was down.

    For the key logic you do something like :

    W is down - set variable to 1

    D is down - set variable to 3

    W is down AND D is down - set variable to 2

    You do an AND by adding both conditions together on the same event

    Use a global variable, not a local variable.

    The idea is when you release a key, the last key or keys that were down will have produced a variable. If you were holding W(up) and released then the variable will be 1 etc. That variable then relates to an animation.

  • You can search for "table tennis" as easily as you can search for "tennis" so not sure what you're doing wrong...

  • Sounds like you know what you're doing but key release is problematic there. I would do it on key press rather than release. Set up logic such as, if W pressed set variable to 1, if D pressed set variable to 2. If W AND D pressed set variable to 3 etc

    Then you have your current logic inverted 8 direction is moving, set animation to "variable" where variable could also be the name of the animation to cut down on events. For example if you called them idle1 idle2 idle3 you could say set animation to "idle"&variable

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  • Else : set global var to 0

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