7Soul's Recent Forum Activity

  • Too many objects, plus the overlapping condition will create a lot of lag. I can just recommend that you make the snow just a background effect, and remove the whole collision with the ground deal

  • Only error I can spot is that the For loop already adds 1 every time, so you don't need that "Add 1 to i"

    "i" is just the name of the loop, not a variable

  • This example might be useful for you. It's a circular life bar example that I made and it shows how to increase/decrease it smoothly and it shows the % too

  • Best way to get help:

    1. Tell us what the expected result is

    2. Tell us what is actually happening

    3. Post .capx or image of events (you can use the attach button when posting)

  • You better posting this on Clay.io forums

  • Use the array condition "For each element" and then create your grid sprite on "Array.CurX * Sprite.Width, Array.CurY * Sprite.Height"

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  • From the manual:

    "Note WebStorage only stores strings. If you set a key to a number like 100, when you retrieve it back it will be a string. To convert it back, use the system expression int, e.g. int(WebStorage.LocalValue("score")").

  • That's not how you use Arrays... an array is like a table, and you should access its X and Y values. You aren't supposed to give it instance variables, and you're not supposed to use the command "create" as the array is a global object

    Check the manual for arrays here

  • Every Tick -- > level Set text to Experience.at(level)

    Not sure if it was just a typo or if your event is wrong. But showing an image of the event or posting a .capx makes it much easier for us to help

  • shirokuma Yes it's the latest beta. I used the platform behavior like I said in my previous comment. In your's the physics behavior was causing some unwanted movements, but I think if you stop rotation of the object it helps.

    And plus, physics don't interact well with other behaviors so you should avoid it when possible

  • This seems to work better

  • You can add the platform behavior, and then set the controls to NOT default. This way the only movements the player can do are the ones you make in your events.

    Now you can do this, add an instance variable to the player called "direction"

    When the player presses right set "direction" to 1, and when he presses left set "direction" to -1

    Player.direction = 1
        : Simulate move right
    Trigger once
        : Simulate jump[/code:3ai6stug]
    
    [code:3ai6stug]Player.direction = -1
        : Simulate move left
    Trigger once
        : Simulate jump[/code:3ai6stug]
    
    [code:3ai6stug]Player hits ground (a platform behavior condition)
        : Set Player.direction to 0[/code:3ai6stug]
    
    Then you can play around with the max speed, acceleration, gravity, etc to get the movement the way you want
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7Soul

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