Waltuo's Recent Forum Activity

  • skymen Awesome! This is exactly what I hoped for! Can't wait to update and use it in my project Thank you very much for the great support and improving this product!

  • skymen

    Thanks for your answer, if you can add this feature that would be a great addition to this already awesome plugin /behavior

    Best would be if speed could be set on case-by-case basis with another value in the tag ("<X Swing 25 25>", as you mentioned). That would be more flexible than a global value and make it possible to have text animate more calmly or with more aggressive speed depending on content/situation. I don't think it's too complex or hard for users, as this feel like a very easy and straightforward plugin to use overall. Maybe if only one value was set (like <X Swing 25>) it could then use the default value for speed in that case.

    Anyway, thanks again for the plugin and support and hopefully you can find a way to add this feature in

  • Magistross

    PERFECT!! That solved it, everything's working now

  • Hi,

    thanks for the great plugin/behavior! Works perfect and is very easy to setup and use. Cool stuff!

    I was wondering is there any way to adjust the animation speed in addition to the force/strength of effect?

  • Magistross Thanks for the awesome template!

    Everything is working great except choice commands; for some reason all the choices show the selection 9-patch graphic simultaneously (as if choice selected/active). Any of the choices don't activate by keypress (choice list can be scrolled up/down though). When clicking the mouse button over the choice they work fine and can be activated.

    I'm unable to locate the problem, any ideas what could be causing this? I'm using the dialog file from utility for testing (works fine otherwise) and have set the spritefont size to 8x8 and halved the margins, 9-patch size etc, not sure if that can have any effect. Otherwise everything should be pretty much set up the same and I'm using the same events as in UtilityEvents sheet to call functions..

  • 1) fixed, see the event sheet.

    2) I don't know why this is happening. I'm guessing if the wall is located in this exact position, then the Solid behavior stops character sprite before collision event is registered..

    Anyway, the easiest way to fix it is to slightly alter the collision polygon of the wall sprite.

    THANK YOU!!!

    Works exactly as should now, I'm grateful for you for taking the time to help.

    Adjusting the collision polygon slightly also seems to fix the second problem as well

    Thanks again, this helped me greatly!

  • I'm trying to create a wall that breaks on collision with the player sprite. If multiple walls are stacked in line next to each other, the explosions will also break all the other walls they collide with.

    I'm currently having two problems with this setup:

    1) All the wall breakings activate, but only the first breaking wall spawns the explosion sprites correctly. All the other walls spawn multiple instances of the explosion sprites on same places.

    2) For some reason, when I move the walls a little bit to the left, the wall breaking doesn't work at all anymore.

    Please see the attached capx, I've set up two layouts to showcase each problem:

    https://www.dropbox.com/s/f01g7xi7s5q2kpe/breaking_wall_problem.capx?dl=0

    If anyone has time to look at the capx and help out that would be greatly appreciated (this was supposed to be a quick 15 min implementation and I've now wasted several hours trying to solve it ). Thanks!

  • Personally I'm very interested in the platform functionality, so hopefully you'll have time/interest to continue to work on that even if you decide to release rest of the behavior early Either way, thanks and I'm keeping my eye on this!

  • AllanR

    Sorry for bumping old topic, but I was wondering is there any way to have multiple instances of the water and have each instance of waves behave individually from each other (without duplicating / renaming the objects and events)?

  • My workflow is pretty much the same, tedious to say the least (especially when objects reside in a family). Usually copypasting events results in error and takes a couple of tries because of missing objects/behaviors/plugins/whatnot in the other project. Would love to hear any possible tips to ease the process and make life easier.

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  • List/structure looks good. Also some great points by tunepunk . I second that it's probably worth mentioning the fast prototyping and ease of use of C2/C3, allowing for example game designers and artists to test their ideas in practice without extensive technical knowledge/coding experience.. Of course, being able to quickly try out/implement different mechanics is an invaluable tool for more experienced programmers as well.

  • mcscooter

    Not sure I understand correctly what you want to do, but hopefully this helps:

    https://www.dropbox.com/s/411qk3nk40cmq ... .capx?dl=0

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Waltuo

Member since 7 Jan, 2015

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