dop2000's Forum Posts

  • Can you just allow access for everyone? If I can't help you, other people might.

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  • I forgot to add "isSolved=0" condition to the first event. You don't want the function to run again after the puzzle is solved.

  • You can do something like this

  • Two invisible sprites on each side of your object may be the easiest solution.

    You can also add two image points to the object and use "System Pick Overlapping Point" event. For example, if the image points are on sprite A and you want to check if the "right" point is overlapping sprite B:

    System: Pick SpriteB Overlapping Point (SpriteA.ImagePointX("right"), SpriteA.ImagePointY("right"))

  • There is a setting in project properties - "Viewport fit"

  • I must admit, I don't understand the problem. The dirt tilemap is on a layer above the grass tilemap, that's why dirt tiles are above the grass. What is wrong with this?

  • Triggered events like "On start of layout" or "Object On Created" may be executed in an order different from their order in the event sheet. In your case "On created" is triggered before "On start of layout".

    The easiest solution is to add "Wait 0" action to the beginning of your "On Created" event - this means "wait till the end of tick", and will ensure that the remaining actions will run after all other events in the current tick have finished. You won't need to use signalling, which is not a good solution here.

  • Access to the file is denied

  • Your WASD controls are trying to move the player before the MoveTo is finished. So MoveTo and 8direction behaviors are fighting each other. You need to add a condition "Player MoveTo Is NOT moving" to WASD events. And also use that condition in your Jump event, because the way you are checking "jumping" boolean variable is wrong, and the jump is also buggy.

  • Why are you spawning a new crosshair? Instead of "Spawn Crosshair at (x,y)" use "Crosshair set position to (x,y)" action in your event. This will move the existing crosshair instance to the specified position.

  • It's impossible to understand what's going on in your code. But you are definitely using "Trigger once" wrong. You should never use it with objects that have multiple instances - this may cause nasty bugs which are very difficult to track.

    Don't use "Trigger once" in loops or as a single condition in a sub-event. Don't use it as the first condition in an event. In fact, better don't use at all unless you have a clear understanding of how it works.

    If you want, for example, to change the animation only once, use "Animation is NOT playing" condition instead of "Trigger once".

  • Don't spawn it when the player moves. Put one instance of the crosshair sprite on the layout in the editor, or create it once on start of layout. When player moves - change the position of the existing crosshair instance.

  • I can open it in r178 if needed.

  • I read your post about 10 times and still don't quite understand the problem.

    You are using MoveTo behavior to make a "jump" in a top-down view game, right? And during the jump you are disabling 8direction? And it's not re-enabled until you release and press WASD keys again?

    Could you post your project file or a screenshot of events?