Pigpud's Forum Posts

  • I'm making a game that has NPC's in it that can talk to the player.

    What I have coded is that when the player in overlapping the NPC and presses a key, a dialogue box pops up with some typewriter text.

    Now if the user wants to skip the typewriter text, they press the key which will then finish the text.

    Now the text that is finished will stay visible until the player presses the key again, this time the dialogue box disappears with the text.

    The only problem being that the dialogue box just disappears after the first time the key is pressed instead of finishing the text and waiting for another key press to close the dialogue box.

    Now I also have a code that says if the player lets the text run and when the text is finished, if the key is pressed it will close the dialogue box.

    To me this seems like a really easy thing to code, but I can't figure out what is going wrong. I made a test project to find out the answer before applying it my my real one.

  • In the platformer behavior properties, there is a check box for "default controls" unselect that and you're good to go.

  • Here's what you do: Have two sprites: one with a platform behavior called Platform sprite and one with all of your animations called Mask sprite.

    System every tick,

    Then in the action add:

    Mask sprite set position to Platform sprite.

    If you want to have a separate sprite for your camera, you just add another sprite with the scroll to behavior and follow the same code above. The platform sprite will ensure that your sprite collision box stays the same and will prevent your sprite from "falling" hope this helps!

  • This is a game I've been working for some time.

    It's a 16 bit adventure platformer.

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  • Hello! I'm newish to construct, but this is what I would do: have an object that is centered to your viewport spawn them on the start of the layout. That way you have their position the same every layout. I don't know if this is your issue but I hope it helps!

  • Guinea Pig Parkour is a great example.

  • Thanks So much ! It works Great!

  • Okay, I'll give it a try! Thanks!

  • Hello,

    I am making a platformer with some boxes that I want to have destroyed if the player is doing a special move while falling. It seems really simple but I'm having trouble for some reason getting it to work. I have a solid box and a collision sprite positioned on top of the box. I am also using instance variables to check if the box can be destroyed:

    Player: on collision with Box Collision Sprite and Box collision sprite variable is 0, player is falling, and player animation down attack is playing, add 1 to box collision sprite variable.

    In another event:

    Box collision sprite variable equals 1, Box set animation 2. Animation 2 is of the box is exploding.

    In another event: Box on animation 2 finished set solid disabled and destroy the Box and the Box collision sprite.

    Comparing Y doesn't seem to do anything as well. When I preview the project the code works in a way, the animation plays but all of the boxes get destroyed when I just do the attack on one box. What am I doing wrong, or is this a bug? Thanks!

  • I just found the same problem with a box sprite with a solid behavior added to it. It's really frustrating. Is there some way to simulate a solid behavior?

  • Update! The codes work wonderful!!! Thank you for your help!! :D

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  • Hello lionz, I will try the codes and post a reply when I finish them. Thank you for all of your help! :D

  • So I rewrote the codes and the turning right animation works fine, but the turning left animation won't even trigger. The sprite just freezes up when you're facing left. But if you press right while facing left, the turning right animation plays fine. I'm new to construct so I'm probably missing a ton of stuff, so if anyone has a c3p file of how to do this, it would save a lot of time and frustration. My new codes are as such:

    On left arrow pressed and sprite is NOT mirrored, and Turning right is NOT playing, then set animation Turning left then set mirrored. The same codes for turning right with the mirror changed and the animation set to turning right. In another event, Is turning left animation is playing OR turning right is playing, then start ignoring player input. Then in another event, on turning right or turning left finished, stop ignoring player input and set animation idle. The set moving animation will only trigger if animation turning is not playing as well.