staleevolution's Forum Posts

  • AFAIK, it was made on C2 and for exports mp2.dk/chowdren

    Interesting. Didn’t ever see this. Too bad it doesn’t get a little more promoted to entice other developers (not using Unity or similar engines) to go the route of Construct.

    Glad you posted a reply. Might have to use this service down the road.

  • Nice job!

    I didn’t know CyberShadow was done in Construct. What engines did they use for the ports to the Switch or PS?

    This has a nice interface to scroll through the selection. Keep it up!

  • I’m sure there is a better way, but you could add image points.

    Then create events to spawn at image point 0. Repeat, but spawn at image point 1 and so on.

    Trigger once while true should be added as a condition.

  • It just repeats the pattern both vertically and horizontally.

  • You’ll have to go into your Ground Editor window and click on the collision tool (bottom left) and manually add and/or move the points to fit the outline of the ground.

    Might have to do same for wheels of vehicle as well.

  • You can make a global variable in your event sheet called Bosses (or any desired name) and keeping the Type as Number with value set at 0.

    After an enemy is defeated add 1 to the Bosses Global variable.

    If Global variable = 3 (or desired number) spawn Boss 1.

    When variable equals 20 (or desired number) spawn Boss 2 and so forth.

  • Can you try when pressing a certain button add action of set frame to: random(0,1, 2, 3) or whatever number of frames you have? Instead of commas, does Construct allow hyphens (0-4)?

  • I went a different route and solved it. I cloned my Pixel_Hero and just spawned him in place of the Original. When he appeared he plays the "DOWN" animation. When everything restarts, all objects, Health, variables, etc. reset to normal. I might tweak it a bit down the road, but I need to move on. I appreciate the suggestions I was given from the community. Everything helps to look at it from someone else's perspective.

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  • AllanR I'm trying different variations. I gave a second of wait to disable the Jump otherwise anything less he is stuck in the air doing his normal jump animation, but that isn't the problem though. This is a tough one. I will keep trying. Thank you for suggestions.

  • Don't know why this didn't appear in my last post, but here is the image with health = or less than 0.

    This also shows the Pixel_Hero's current animation as it switched to Down. It has 4 frames where the last frame he is laying down. It doesn't go through any of the frames.

  • GeorgeZaharia

    Here you can see the Pixel_Health Global Variable stops at 0 (and the Health HUD in the upper left corner is black/the frame it should be). The Game then goes through the actions and restarts the layout.

    This is the image of whole health system.

    Here it is with changing the Pixel_Health to equal or less than 0.

  • GeorgeZaharia

    Cloud isn’t brining up my project on mobile. I can post a pic when home.

    I have a condition where any collision with an “Enemy” or a certain object and player isn’t flashing to Flash for 2 second.

    If player is flashing, trigger once to subtract one from Global Variable Pixel Health.

    My Health HUD is set to change frames based on amount of Pixel Health there is and that has worked smoothly and I don’t think is causing the issue.

    It’s weird because in the Debug, My player shows Down animation supposedly playing, just doesn’t actual show the player going through frames.

    I will try to post later.

    Thank you.

  • I would, but it has 2/3 of everything completed (well, except zero sound). I understand it would be easier to see the whole thing, but at this stage I can only share images. It’s the last of the animations. The loss of health and restarting layout once health hits zero works. The system plays the Down animation, just doesn’t go through the frames to view it.

    If I can’t figure it out, I may leave as is.

    Thank you.

  • I'm trying to get my "Down" animation to trigger when Health is at Zero. The Restart Layout and so forth actions work, but the animation does not. When I go to debug, it shows the "Down" animation is playing in the system, but in the preview it is not. I've tried various methods to get it to work, but have failed at each turn (I even went and sped up the Down Animation hoping it would trigger as well as add a Wait Action for 0.1 to give the system a chance). Anyone have a guess as to why it is not working? (My player is set to the PF_Movement sprite object which has the Platform behavior). I've even tried it without Event 102.

    Thanks!

  • Give the objects solid behavior and the ones you want player to collide with or be able to stand on keep solid behavior enabled. You can clone the same objects by right clicking on it on Project tab to make a clone. Then disable the clones solid behavior so you can interact or go through them.

    Another way, might be to change the collision points of the object in the Editor window.