deadeye's Recent Forum Activity

  • That's... really weird. It definitely looks like a bug, you should report it.

  • Well, without looking at the .cap I can only guess what's going wrong... but I would assume that it's because of the order of events. When you have two "On control pressed" triggers in one tick, they both will trigger. So if you have:

    +On control "Ball" pressed
      ->Catch ball
    
    +On control "Ball" pressed
      ->Pass ball
    [/code:2s95oxjz]
    
    then both action 1 and 2 will trigger.  You might have to structure it like so:
    
    [code:2s95oxjz]
    +On control "Ball" pressed
      +value('hasBall') is equal to "true"
        ->Pass ball
      +Else
        ->Catch ball
    [/code:2s95oxjz]
    
    That way you're only doing one control check, but depending on the sub-events there could be two different outcomes.
  • Hehe, that's awesome

  • Layout Editor

    - [FIX] Objects on locked layers can no longer be selected in any way

    There is a porblem.

    I can still select objects on locked layers by using the Object bar. Is this intended?

    Also, I can still select objects on locked layers with CTRL-A and move them around and such, as long as the layer I have currently selected is not locked.

  • I think there might be a bug with remembering picked objects in sub-events. Maybe. I changed the events to this and it works fine:

    <img src="http://i39.tinypic.com/2gws7m8.png">

    Those events do exactly the same thing as yours do, just without sub-events. I can't quite tell if it's a bug or not though, it's early and I haven't had my coffee yet

  • No, it's not on hold. The new tutorial should be out later today.

    As for menus, that won't be until lesson 12.

    However, cutscenes and saving won't be in this series of tutorials at all, so don't hold your breath on that.

  • By that logic, shouldn't you still be able to jump if you rename the Jump control? Or, like in the bug report I posted, be able to press down and jump to fall through a platform even if you renamed "Move Down?"

    I guess what I'm trying to say is, if renaming "Move Left" and "Move Right" still allows you to move left and right, why can't you jump if you rename "Jump?" It's inconsistent, which makes it a little confusing.

    Edit:

    Er, never mind, I just realized that you can still jump in the posted example by using Shift, which does make sense... even so, renaming "Move Down" shouldn't have any effect, as long as you're still using the same key.

  • Also, how do I recreate the 'momentum steps'? Say, you're running and you suddenly do a full stop - in the NES game, mario still takes a couple more steps from the built-up momentum. How do I recreate this?

    Also, if you're running and you suddenly switch directions, there should be a new sprite animation where Mario already looks into the changed direction while the momentum still moves him into the previous direction for a couple of milliseconds - is there an attr to set this in the platformer behavior?

    You can do this with events. Set your animation based on the X component of Platform motion, rather than key presses.

    Set the direction based on key presses, though.

  • You can't change the names of the controls if you want them to continue working properly with the Platform behavior. You can, however, change the key that uses the control. So you can use Z if you want, you just can't name it "P1 Jump."

    I was unaware of this until recently, so I now have to go back and edit all of my Platform School tutorials, since I said it was okay to change the name. I just never changed the name for Jump.

    Odd, though, that you can still move left/right if you rename "Move Left" and "Move Right."

    Also, you won't be able to make a separate set of controls for a second player right now. Construct doesn't yet support multiple players, or multiple player controls. You could do it manually with key-presses, rather than control-presses, but you will lose some functionality (most notably, Jump Sustain).

    You can work around it by making an event to tell your platformer to jump when YOUR jump button is pushed, and then set the default jump button to something out of the way.

    Actually, no... for the reason mentioned above. You'd lose the Jump Sustain ability. This might not affect some games, but Mario definitely has Jump Sustain.

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  • How to destroy an object instead of two?

    Read the rest of my post:

    Add a "For each monster" loop at the beginning of your bullet-collision event, that will take care of it.

  • It's because your bullet is big enough to overlap more than one monster at a time, so it's possible to trigger "On collision" for more than one monster before it disappears off-screen.

    Add a "For each monster" loop at the beginning of your bullet-collision event, that will take care of it.

    But really... you're doing so many odd things in the game I think you should probably go through the Ghost Shooter tutorial first. You're moving your bullet manually, and a) you don't need to, because there is a Bullet Behavior, and b) you're not using TimeDelta to move it (or your monsters, for that matter), so it will run differently on different computers. Whenever you move something manually you should always use TimeDelta.

    Also, if you switch to Bullet Behavior for your bullets, you can spawn them and destroy them instead of using just one bullet object and setting it's position off-screen when you don't need it.

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deadeye

Member since 11 Nov, 2007

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