lionz's Forum Posts

  • You can select the number of sprites per row and the dimensions when you import. If it's still wrong then that means the image itself is offset and you have to fix it at the artist stage.

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  • Adding system 'for each' shape to the condition should fix this

  • Contact customer support again, we are just Construct 3 users and can't help with this.

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  • You've only shown us a destroy action on start of layout, I don't see how it could be destroyed later on when it starts to move.

  • The issue is unlikely to be with converting to a string because it's already a string. I would debug this by first trying it without removing and inserting rows every X seconds, a basic insert a value and see if the player changes animation. If that doesn't work then you probably have other events that overrule the setting of the player animation. If it does work with the above then likely the problem is when you pop the array and set the animation in the same tick then maybe the rows move so the animation is at row 8 instead. Think about adding the logic you have there into one event or function to minimize bugs.

  • Deleting from the array isn't going to do anything now as you are picking from the probability table. You can remove the entry from the probability table but again start simple with a trigger once to make sure it is working then add the repeating functionality afterwards.

    Also you need to repeat from within the function eventually not outside it as you are creating the probability table and adding to it inside the function, or else each repeat will start a new table which means you can end up with repeated selections.

    Logic could be something like : -

    build probability table

    repeat 3 times :

    set variable to arandom.weighted

    create object 'variable'

    remove variable from prob table

  • The weight in the table is meant to be a number but you're adding a character like B or C. The weight is there as a way to define how rare something is to be picked, if it's even for all planets then you can set it to 1. That might be the cause of the output 0.

  • Yes that should work, did you try it?

  • All I can think of is you can scale the player character bigger so it looks like they are moving closer to the camera. Any changes to the camera itself with layout scale I think would just look like a moving camera and not really give an effect of walking up stairs.

  • Do sprites normally walk up stairs realistically in a top down game? What do you mean?

  • A probability table is automatically random so it will pick a random element from it when you use for example Create Object by Name : AdvancedRandom.Weighted. If you want to use this it depends on the design of the game and what you are trying to achieve with the spawning of these objects.

  • For that particular issue also check that the array is loaded before you run the functions, it can all happen fast and we can't see the event where you load the file into the array.

    edit : this is more likely the issue because I see you run the functions 'on start of layout' and the table is only showing 0,0. Try moving the functions to a mouse click that can occur after the array is filled.