dop2000's Forum Posts

  • You can add another condition to the event which sets "falling" animation:

    Player NOT overlapping MovingPlatorm at offset (x=0, y=2)

    And to the event that changes the aimation to "landed":

    Player is animation playing "falling"

  • You are on the right track, but you need to use "On load complete" trigger, because loading doesn't happen instantly.

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  • Save the project as a folder. Or unpack it to a folder. Then change the savedWithRelease value in project.c3proj file. For example:

    "savedWithRelease": 43203

    Then you should be able to open it in r432

  • I don't see any relevant console errors.

    Run the preview in debug mode (Shift-F4 or Shift-F5). Check in the debugger if the current layout is correct, if there are any objects created, if layers are visible and so on.

  • Are there any errors in the console log? Also, perhaps you need to press F4, not F5. F5 previews the current layout which looks blank to me on your screenshot.

  • When playing music tracks, give them all the same tag. You can use multiple tags, separated by space. For example: "music battle", "music intro", "music menu".

    Then, you can mute any music by tag "music".

  • The build-in typewriter won't work here. You need to find an old Construct 2 example of typewriter effect. Here is one:

    howtoconstructdemos.com/auto-resizing-speech-bubble-for-dialog-systems-capx

    But instead of appending letters to the spritefont text directly, append them to shakingTextString variable (in the Animated Text example).

    Spritefont scaling is not a problem, simply adjust the offset values.

  • Use an instance variable AngleOffset on wings. Change it with speed, say, from 0 to -45 for the left wing and from 0 to 45 for the right. On every tick set wings angle to jet.angle+self.AngleOffset

  • By default, the TileMovement behavior expects the image point to be at the top-left corner, while Pathfinding works best with the image point in the center. I believe if you set the image point to the center and set the grid offsets in the TileMovement behavior to 8px, both behaviors should work correctly.

  • That's how picking works in C3. The parent "On tween" event picks a single instance of pam_paws for the entire event.

    If you want to access other instances in the same event, you need to use "Pick all" condition - but it will only be active within its sub-event. Once the sub-event has finished, the picked scope reverts to that single instance.

    The order of conditions is also important. In this case "Pick all" needs to be first, above the "compare instance variable" condition.

  • You have thousands of objects in a family?? This doesn't seem like a good way to organize your project..

    You can easily make a list of all objects - just extract it from Families\FamilyName.json

  • No, "pick all fam_paws" is not redundant, it's required in this case. But I can see on your screenshot that this condition is in a separate sub-event. Combine both sub-events into one and it should fix the issue.

    Also, instead of "pick by evaluating" use "fam_paws compare instance variable", it's easier.

  • I would definitely switch to pathfinding and move to behaviors exclusively if I can somehow manage to make it work in 16 px increments, to simulate the way 8 direction movement looks.

    Did you mean TileMovement? 8direction doesn't move in increments, and it's a poor choice for a tile-based game, because you want your objects to always snap to the center of the tile.

    MoveTo can be used on a grid:

    "Move to self.x+16" will move 1 tile to the right.

    "Move to self.x+16" followed by "Move to self.y-16" with "add waypoint" option will move 1 tile right and then 1 tile up. But you will need to check for wall collisions with events.

  • Looks like you are using a bunch of different movement behaviors - pathfinding, tile movement, even 8direction? It will be difficult to make them all work correctly on a grid.

    I would keep Pathfinding and MoveTo, and get rid of the others. MoveTo is pretty versatile and works well on a grid. You can use it instead of the TileMovement, just check for collisions with events.