Kafaadami's Recent Forum Activity

  • > When I assign a '-' value to Y, the character dies when it touches the underside of the platform.

    Then add another condition, checking that the character is above the platform. Character.Y<Platform.BBoxTop

    You can also place an invisible sprite with a smaller polygon size inside the platform and use it for collision checks.

    Thanks! Problem solved.

  • Use "Overlapping at offset" condition. X:0, Y:-2

    I also suggest changing your events like this:

    When I assign a '-' value to Y, the character dies when it touches the underside of the platform. I want the character to only die if it remains inside (stucks) the platform while the platform's collision is active. It shouldn't die or interact when touching the outside of the platform.

  • In my game, when a button is pressed, the collision for a closed platform is enabled, while the collision for an open platform is disabled. If this is triggered while my character is inside the closed platform's area, the character would get stuck.

    To prevent this, I set up a condition: if the character overlaps with the platform, kill the character. Initially, I thought this worked fine. However, in cases where two platforms are adjacent to each other, I noticed that the overlap condition rarely gets triggered when the character is running over the platforms at their junction, causing the character to die unexpectedly.

    How can I resolve this issue?

    Thanks in advance for your support!

  • Hello!

    I’m excited to share the first public test build of my challenging pixel art platformer, featuring the mischievous dog, Agro, in the lead role!

    As a solo developer, I’m still in the process of creating this game, and I would greatly appreciate your feedback on gameplay mechanics, level design, difficulty balance, visual/audio elements, and overall experience. Your insights will help shape the final version of the game, so sharing your thoughts after playing would make both me and Agro very happy.

    Thank you for being part of this journey!

    Best regards

    https://www.construct.net/en/free-online-games/homerun-72809/play

  • Better with a global variable. The local won't retain it's value so it's going to revert to false.

    I didn't know that, thank you so much <3 It's working perfectly now!

    Edit: When I used a global variable, it worked, but in cases where 'Reset global variables to default' occurs — like when the player dies or the level changes — it was being reset. Then I noticed the 'static' option, and after researching it, I found out that it allows a local variable to behave like a global one by remaining persistent. I updated it accordingly, and now it works exactly as I wanted. Thanks again!

  • Hello!

    In the Pause Menu I made for my game, I want the "Mute" button to toggle the sound on and off with each press.

    (As a system, all the buttons in the Pause Menu are grouped into a family, and each has its own instance variable. Navigation goes from top to bottom.)

    I tried using a local boolean for the toggle function, but I couldn’t get it to work correctly. It mutes the sound on the first press, but pressing it again doesn’t unmute.

    I’d really appreciate your help.

    Thank you!

  • > I've created my main and in-game menus, and I can navigate them using the mouse with hover and click functionality. Now, I'd like to enable selection and interaction using a controller. How can I achieve this?

    >

    > Thank you!

    >

    >

    here is a example using keyboard u just need to swap the inputs of keyboard with the controller ones.

    i added also the controller/gamepad function now if the controller is connected will disable keyboard and if gamepad disconnected keyboard is active.

    might need some adjustments for gamepad inputs as i dont have one and not sure if will work properly. hope it helps.

    https://drive.google.com/file/d/1Gd6ocwDnS_hNcgZQYkUvI-9kkYge2XZX/view?usp=sharing

    Thank you so much, this was exactly what I needed! I really appreciate your detailed explanation and the example project <3

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  • I've created my main and in-game menus, and I can navigate them using the mouse with hover and click functionality. Now, I'd like to enable selection and interaction using a controller. How can I achieve this?

    Thank you!

  • Add a condition "Click animation NOT playing" to the first two events. Press C to add another condition.

    Add another event - "On Click animation finished -> Play Idle animation"

    It worked! Thanks a lot!!

  • I created 3 different animations for the 'Play' button in the main menu (Idle, Hovering, Clicked). The Idle and Hovering states are working, but when I click the button, it doesn't switch from the Hovering state to the Clicked state.

    How can I fix this?

    Thank you!

  • That's better. I notice that you have set timescale 0, but at the same time you try to perform a tween. That's what causes the issue. With timescale = 0, your tween simply stops executing, and that means that your menu will never re-appear. To fix this, filter out the menu from the global timescale. Just enter set object timescale = 1 for the objects that are supposed to move when pausing. Like this (I tested and it works as expected)

    It worked, thanks a lot! You're a lifesaver <3

  • That's because you check if the layer is visible at every tick, so when you press Start the actions that make the menu visible run first, but are then immediately followed by the actions that make that same menu invisible.

    To fix this, write as main condition:

    On gamepad 0 Start / Menu pressed OR On Escape pressed

    then, insert two different sub events:

    - if Layer "PauseMenu" is visible -> display pause menu

    - Else -> hide pause menu

    Like so? If it is; the result is still the same.

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Kafaadami

Member since 27 Sep, 2023

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