InDWrekt's Forum Posts

  • You'll get better/faster responses if you post your project here so we can take a look at what is going on.

    That being said, I have had a similar issure only on the edges of the tilemap where the tiles aren't full tiles. For example, if the tiles are 30 pixels wide and the total width of the tilemap is, 290 the far right tile will never be able to be drawn. If your problem is specifically at the edge, check to make sure your tilemap width/height is a multiple of the individual tiles width/height.

  • + Keyboard: On any key pressed

    + System: len(str(Keyboard.TypedKey)) = 1

    -> Text: Append Keyboard.TypedKey

    means

    Hopefully that helps. The whole thing is a single event. the + represents conditions and the -> represnts the action. This is how construct outputs events when copied to text.

  • drive.google.com/file/d/1yG8azZPg66Ve6QxSHzGXY6LHqg8GmBc0/view

    Take a look at this project. It should give you some ideas how to trim your code down.

    Since your conversation is linear, you don't need to write the conversation over multiple rows of the array. Instead, you could use the rows to define different characters text. You then use a local variable on the character that defines which line of text to use. You would also use a key word to define the end of a line of conversation and a different one to define the last part of the conversation.

    I added a little bonus which allows repeating multiple lines of text if wanted.

  • First question, is there a reason you can't use a text input object?

    Second try this out and see if it will work for you.

    + Keyboard: On any key pressed

    + System: len(str(Keyboard.TypedKey)) = 1

    -> Text: Append Keyboard.TypedKey

    The second condition just ensures that the text is only appended if the length of the typed key is 1.

  • Construct has some built in examples. Take a look at the Simple Lighting example in the Beginner Examples list.

  • + Sprite: Is Pathfinding moving along path

    + System: Sprite.Pathfinding.CurrentNode ≠ Sprite.Pathfinding.NodeCount

    ----+ Sprite: X > Self.Pathfinding.NodeXAt(Self.Pathfinding.CurrentNode)

    -----> Sprite: Set animation to "MoveLeft" (play from beginning)

    ----+ System: Else

    -----> Sprite: Set animation to "MoveRight" (play from beginning)

    Here's another option. This one uses the x coordinate if that is easier for you than the angle. Notice the use of the NodeXAt call. This gets the x coordinate of the node whose id you pass in.

  • Alright, try this:

    + Sprite: Is Pathfinding moving along path

    ----+ System: Sprite.Pathfinding.MovingAngle is between 90 and 270 degrees

    -----> Sprite: Set animation to "WalkLeft" (play from beginning)

    ----+ System: Else

    -----> Sprite: Set animation to "WalkRight" (play from beginning)

    Instead of checking the x value, check the move angle. If it is between 90 and 270, the player is facing left. if not, the player is moving right.

  • The Y coordinate represents up and down. Try using the X coordinate.

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  • xeed what are you trying to accomplish? Maybe you could give us a little more information so we know how to help you.

  • Please don't post your question repeatedly in the forum. You asked this same question less than 24 hours ago. It takes time to get an answer (if there is one).

    I suggest you read this pinned post about getting help in these forums:

    construct.net/en/forum/construct-3/how-do-i-8/best-help-tips-forum-139528

  • Have you tried giving the platform the jump through behavior?

  • You can add all the items into a container and set the select type to all. Then all items in the container will be selected when you select one and they can be moved but containers can only have 1 copy of each object in them. Also, this option causes all items in the container to be created and destroyed at the same time in gameplay which may cause other problems for you.

    I don't know of any other ways if there are any but these are a couple ideas for you.

  • You can add the items to a family then, when you want to move them, select the family name in the project dialog. This will select all items in the family and they will all move in the editor. Of course this only groups like objects (sprites with sprites and text with text.

  • On your slimes platformer behavior, you need to uncheck the "use default controls" parameter.

    Unfortunately, I'm posting from my phone and not in a location where I can send it but, all you need to do is, move all behaviors and instance variables you want the family to share, from the slime to slime_family. Then replace slime in every event and action with slime_family. Treat the family like it is a sprite.

  • You project is still marked private. You need to give access to anyone that has the link.