winkr7's Forum Posts

  • If your bunch of sprites are all called Foo then set up a mouse event click on object. the object you want is foo. Once inside the mouse event you will have a single foo, so foo.x,foo.y is the middle of that sprite that was clicked. So the coordinates foo.x-foo.width,foo.y will be in the middle of the object (also a foo object) to the left of the one that was clicked. Find the foo object that overlaps this new coordinate and that is the foo object to the left of the foo object that was clicked.

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    winkr7

  • When an instance is clicked get its coordinates (the center of the sprite). To get the instance to the left (as an example) subtract the width of the sprite from the x coordinate and pick a new instance that contains (overlaps) this new coodinate. For the one above you will subtract from the y coord etc.

    The crucial thing is you only get a single instance overlapping the new x,y. If your sprites overlap this won't work.

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    winkr7

  • Not that I know of. There are probably scripting ways to do this that loop through all the variable names associated with sprites but it is more complicated than I understand. There are much better construct 3 people here who perhaps can answer your question.

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    winkr7

  • Make a family that is all sprites with eq_variable. Then loop through that family with a counter. If eq_variable=1 add one to the counter. When you are done the value in the counter is the answer.

    Or

    write a function that given a sprite in the family it returns one iff eq_variable=1. Then pick all members of the family for which this functions is 1. Then pickedCount gives you the number of the sprites with eq_variable=1.

    yours

    winkr7

  • I have lots of layers. I never make the tile itself not passable, I have a tile for not passable water, one for not passable solid, etc. There is a tile map that is just various states of not passable--or extra fast like movement on a flat road. The tiles themselves are just for show and don't have properties. That layer could just as well be a big image.

    Things like flamable, cold, etc are properties on yet another tile sheet layer.

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    winkr7

  • You probably want to use impulse not force.

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    winkr7

  • This is the best for building any 2d app. But I am a construct 3 fan boy. Do a search on constrct3 metronome. Other people have worked on this from time to time.

    good luck

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    winkr7

  • I am sure Construct 3 can do it, but it is probably more work than you might guess, getting the music to scroll by and changing 1/4 notes to eighth notes. I would start with just the basic metronome and see if you can get that to work. Set to different tics per minute etc.

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    winkr7

  • you mean like tic tok .. tic tok ... tic tok?

  • From time to time I see distortions in sprites at the edge of the view with the spherical effect. It steps through one of the animation frames and does something odd on that frame. So you are not alone.

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    winkr7

  • The stone soup tile set is CC0

    opengameart.org/content/dungeon-crawl-32x32-tiles

    It is a particular style, but there is lots of it (5000 tiles)

    I use aseprite to subset it.

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    winkr7

  • Right, and tween doesn't have this problem.

  • You probably want to use tween not fade. Fade is a subset of tween and is still in for backward compat.

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  • Put some road markers in with int 1 2 3 as sprite variables increasing clockwise. Use get nearest every second. If the sprite value doesn't increase you are going the wrong way.

    K

  • Go back to a saved previous version when your player sprite was working. Then just add the second layout to the event sheet without making any other changes. See if your player sprite still works. Only change things one step at a time and see where it quits working. That will show you which step has the problem. Make no assumptions.

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    winkr7