lionz's Forum Posts

  • Hmm try 180 instead of -180, also where's the angle of motion action for the right facing bit at the bottom?

  • 'Each player has a different amount of energy' - that's the variable maxHP in my example

    calculate hp% = hp/maxHP*100

    So if hp is 5 and max is 10 then hp% = 50

    if hp is 5 and max is 100 then hp% = 5

    if hp is 10 and max is 10 then hp% = 100

    if hp is 2 and max is 2 then hp% = 100

    Set the bar width to hp% (it'll be from 0 to 100)

  • I will assume you have used simulate control for the jump also? Best way to resolve is to use 'platform on jumping' play jump animation.

  • You only update the high score text object if score is greater than high score. Maybe your score is less than high score which means the text object would not update. If your score is actually greater than high score then it's possible the game over layout isn't using the event sheet.

  • If you look in Construct you cannot set a local or global bool, there is only an instance variable bool which applies to a particular object. If you are trying to pass a general bool value through a function or return a true/false then there are other ways to do it. Using the bool in conditions or actions should be enough, if you are trying to do something specifically then post exactly what you are trying to do and I can assist.

  • Nice! Gary's got strong arms..

  • Hi, you can use another variable on the object to identify it as a player. For example, in events if object.char=1, set the rest of the variables to a,b,c etc. If object.char=2, set the rest of the variables to d,e,f etc. You can also then refer to specific character types elsewhere in conditions like this, where object.char=1 is always character type 1.

  • It's not clear why you find true/false options unsuitable for a bool, but yes you can say if a variable string = the literal string "true" or "false", or you can say if a variable int = 0 or 1.

  • The default width when you create the array is 10. Set this to 1. When you select the array object it's in the properties bar.

  • I rarely use this object because I'm no artist but I've figured out something, so leaving it here in case anyone else needs tips. There may be a better way but I've done it by comparing opacity, so opacity=100 appears to be anything filled while anything empty is opacity=0.

  • Hi, does anyone familiar with the tilemap object know how to quickly detect if a tile is filled or not for use in conditions? i.e. filled meaning a tile which is present in the level and has solid behaviour for the player to stand on, unfilled is an empty space where a tile has not been drawn.

  • Looks like a nice effort! Unfortunately because the only objective is to grab the pink squares, there is not much open in the way of changing gameplay. I imagine you would just spawn another 2 pink squares and grab those, a relaxing game in the end but nothing challenging. Then the pink squares move with the background and another set form on a random (x,y) within certain grabbable limits. I guess the speed at which you grab the pink squares could be a time based game. You could add a mechanic where if you grab the pink square too quickly then you 'slip' off it and have to grab it again. You could also add something where you need to grab either the L or R first or you fail, that would keep the player focused.

  • Hey, you mention $14 an hour a bunch but how much artwork can you make in that hour, how long would it take to make a spritesheet for a character animation similar to what you posted such as the man from 2 months ago? Thanks

  • Yeah so you must not be overlapping the object at that point when you move in to hit the object, and by overlapping I mean the collisions are overlapping not the visible object. As mentioned above check your collision but you knew that was a bit off anyway as seen in original post! :P

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  • It's not a bug, if you apply bound to layout to the bird and let it move every tick to self.x+10 you will see it move across the screen and get 'stuck', this is not stuck but simply bound to the layout. The action wants it to continue out of the layout but the behaviour stops this, the same happens when you apply physics, the physics wants to push the bird out of the layout but the bound to behaviour stops this again.

    For the other question, you could disable collision of the object until it is in the layout. There is an object condition 'is outside layout', you use that to disable collision, then you use the same condition inverted so technically 'is in layout', you enable the collision of the object. This would see it drop through the border wall.