Tomycase's Recent Forum Activity

  • Hi, can you post a screenshot of your code or share your project file? Otherwise it will be hard to figure out your problem

  • Hi, first, how do you handle the damages? Does each enemy has its own events? Are they grouped under a family? Do you use a function?

  • You shouldn't need a timer for this; instead of using "On stopped" to set the animation, use "is on floor / is not moving / "Land" animation is not playing / Trigger once " and set the idle animation and controls enabled from here

  • I think it is because of the "On stopped / is on floor" condition, try to disable this event and check the result

  • You can make a single object with 3 frames and animation speed at 0, duplicate it and set their frames based on the result of the shuffling, for example :

    On button clicked

    For each sprite : Set frame to array.at(self.IID)

  • You could use an array and shuffle it then set each sprite based on the array indexes;

    This tutorial is for C2 but works with C3 : construct.net/en/tutorials/shuffle-array-boss-easy-event-2396

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  • Use audio "Seek" action, and specify the loop point position in the song; I also recommend to add a small silence at the end of your song, "Seek" doesn't work if the sound ended as the tag doesn't exist anymore, then compare the current progress of the song to trigger the "Seek" action

    As it is not as flexible that the two files method, it avoid the problem of a small silence when the intro stops and the loop starts for a seamless result, and you can automate it by indicating the end and loop point of you song in a variable and retrieve these numbers when needed

  • No, you can have multiple instances of each sprite and assign them to each other, but you'll need to use a "for each" loop so the game can pick the correct instances to assign;

    The container allows to creates the flashlight at the same time the enemy is created, then it is easier to pick the enemy sprite in the event sheet; downside of container is if the flashlight is destroyed, the enemy will be as well, there's ways to do this without container as well, I'll craft an example when I have some time

  • drive.google.com/file/d/1y-CLN2zdCSWfNB9q7EAfYdyRsdAaSqHg/view

    This capx proposes two examples, one using Lerp for movement accuracy but is way more advanced;

    Everything is explained and detailed in the capx

  • An advice, you should put the trigger event "button pressed" on top and check if jumping or falling as sub-event, that way you use a trigger instead of a loop, which is always better for cpu usage

  • Impressive as always (and as always too complex for me to understand haha)

  • Instead of using "Persist" on the objects you want to save outside game sessions, use "No Save" behavior on the objects you don't want saved instead, it should work better

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Tomycase

Member since 3 Apr, 2016

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