Burvey's Forum Posts

  • I know I'm missing something simple but I can't get it to work correctly.

  • Something else that you aren't thinking about is likely overriding your animation. For example, your walking animation may be triggering to play before the jump finishes. A capx would help to see the issue. If that's the case then you could fix it by adding another condition to your animations (Something like play walking animation if jumping animation isn't playing). Eventually you'll want to set up animation states to take care of these kind of things. There are a few good tutorials on setting them up.

  • It's likely something in your code. If you post your capx someone can help you.

  • Look into either the persistent object behavior or global layouts (depending on what you need). It's hard to tell without a capx.

  • Like Plinkie said, something is up with what happens at death. My guess would be that you have something like If Damage = 0 Then Die. What you really want If Damage is = or less than 0 Than Die.

    Edit: Never mind, Plinkie said the exact same thing. I need to get better glasses.

  • Just make a variable. If player is var_alive then "every second"-"create object" bullets (player X +10,player Y+10)

    Change variable to var_dead when he dies.

  • Sounds like a For Each issue. Make sure you have all the enemies HP set up independently from each other.

  • You just need to stop playing the first song at the end of the first layout, then start playing the second song at the beginning of the second layout.

  • I got the same error for the first time yesterday. I'm not sure if it's a bug or not but I never had the issue before upgrading to r240 either.

  • No, I mean that after 100 lines of text or whatever I decide are added, the ones on top start disappearing as new text is added at the bottom (By disappearing I mean getting deleted from the textarea box, not just going above the visible area.).

    And, I do normally use spritefonts on my projects, but this one requires something else.

  • I'm using a textbox set up as a scrollable textarea to display scrolling text on a page. Think of it like an old chat room where the new text shows up at the bottom and the existing text moves up a line. To do this I'm updating the new text like this:

    TextBox.Text&newline&"this is the next line of text" The way I have it set up currently the textarea will fill up indefinitely. What I would like to do is try to figure out a way to truncate the text at the top after x number of lines, or x number words, something like that. Is that something that can be done?

  • korbaach I just wanted to let you know that I found the error in my code and your solution is working great! Thank you once again for your help.

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  • Wow, I must have been more tired then I thought last night. Even I should have been able to figure that out! Thank you very much.

  • I was very tired last night when I posted my question so let me try to clarify what I need. I'm working with percentages so technically I need to get from 0 to 1 in increments of 0.01, 0.02, etc until I get to 1. I need to reach 1 in 2 seconds.

    So what I need to figure out is this:

    If variable is less than 1, Every X seconds (x seconds is what I need solved) add 0.01 to variable. In 2 seconds time the variable should reach 1.

  • Make and use an instance variable so when you flip the lever the variable toggles on and off, then use that to decide if the door is open or not.

    If Lever A is flipped -> Toggle Lever A Instance Variable 0/1

    If Lever A Instance Variable = 0 -> Close Door A

    Else -> Open Door A

    Repeat the steps for Lever B etc...