Tomycase's Forum Posts

  • Hi, did you check the origin points of each animation? Are they well placed on or close to the frames?

  • That indeed depends of the wanted result with the barrel behavior overall : must it be stopped when touching the floor? Will it go through? Will its position be reset after that?

    Providing as much details as possible is the best way for people to help you on your game, the more details we have, the better we can look for a solution for you ~

    Tho from what I understand so far, the barrel must hit the floor, in that case Plateform is the best behavior, however if you change your mind, Custom Movement would be perfect for that, as it allows you to move an object horizontally and verticaly, then handle any collisions through "code"

  • Hey there, I would recommend to switch to Plateform behavior for the barrel, it will be easier to handle, Physics has its own collision system and doesn't mix well with the other behaviors, just be sure to disable default control in Plateform settings for the barrel, otherwise pressing left/right will make it move

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  • Hello, you could move it on the same layer that the plateform and hide it behind the tiles

  • Place invisible objects at the edges of the plateform, when enemy collide with these objects, invert the enemy direction

  • Hello, I have a question, I'm trying to create a moving trail similar to the one from the game Gunvolt :

    The texture goes from the player to the tagged obj/enemy and is deformed to simulate an electric arc;

    I heard there is a way to make this with paster, however I'm not sure of how to proceed, if anyone have an idea, I would be grateful, thanks ~

  • That means that if you want to pick a different specific object if the first condition didn't met, you need to make a Else + new pick condition block to do so, from what I understand

  • I guess that in that case Else works as "if no matching instance picked", I could be wrong but that's the most logical outcome for me

  • That looks like a bug to me, if a Else block can be connected it connects automatically, and it should here

  • There is also the solution of empty dictionary/array, only downside is that you can't give them behaviors

  • Your for each loop is still nested under a function, which is a trigger, so depending of what you need, you need to use a loop that will trigger this function multiple times, something like every X seconds for example

  • Hi, there's multiple methods, one I use is the dictionary method, I create a key for each level and set the content to 0 if locked, and 1 if unlocked, you can change the key of the next level when the current level is completed for example; on the level select menu, on start of layout, check the content of each key, and enable the buttons that corresponds to each level; you can later save the dictionary as json with local storage, there's already tutorials covering this;

    Edit : if I have time today I'll make an example file, also I don't believe there is a "simple" way for that specific feature, but that's a good way to learn more stuff

  • To simulate a jump with vector Y, you need to use negative values, otherwise it will push your object downward

  • There is a new 2D rendering option for layers in the last update to avoid this problem, you should try it

  • You'll might find your answers here : construct.net/en/forum/construct-2/how-do-i-18/select-random-variable-array-47277

    And if it's still not what you look for, just search "Construct 2 Array tutorial", it's been already covered a good dozen of times