dop2000's Forum Posts

  • brunopalermo I think the main benefit of this method is that you can define different collision polygons for different frames/animations on the character, for better interaction with other objects. (Say, extended arm with a sword in "Attack" animation will damage enemies etc.)

    If you have Platform behavior on the same sprite, then constantly changing collision polygons can mess with Platform movements. For example, that extended arm with the sword will push the character away from walls. Or character can collide with the floor on some frames and "jump" for a few pixels, or lose connection with the floor and switch to "falling" state for a brief moment.

    If you have events like "If Platform is falling, Set animation to Falling", the character will switch from one animation to another very quickly.

    You probably know all this already, in this case I was explaining it to ssaamonn

    Simply create a rectangular sprite the same size as your character, make it invisible.

    Add Pin behavior to your character, on start of layout pin it to that sprite.

    Remove Platform behavior from your character and add it to that invisible sprite.

  • I suggest you do this without the TextBox. Use Text or SpriteFont object.

    It's easy -

    "On Any Key Pressed" if it's on of the letters/numbers, add it to the text. If backspace pressed, remove last character from text. On Enter, submit the string. And ignore all other keys.

  • I don't understand. When player collides with enemy, player should die, is this correct? Then why do you want to disable collision detection?

    Anyway, you can disable collisions for any object, use "Enemy-> Set collisions enabled/disabled" action.

  • You have asked this question before:

    3 months later and you still don't know how to move character?

  • The problem is - you can't detect "Left key is down" when cursor is inside the TextBox. It's not possible in Construct 2!

    That's what I was trying to tell you!

    I know you can erase with Backspace, but some people prefer pressing Left key or Home key if they want to correct a mistake in the beginning of the line and don't want to re-type everything. And if they press any of these keys, the real cursor will move, but your fake sprite cursor will not.

  • Lol, thanks for the video! You game looks cool!

    What I meant though is what happens when you press "Left" key on the keyboard:

    For example: you type "DESTRROY ALL HUMANS" and then you notice you made a mistake in the word "DESTROY" and you press Left key several times to move cursor there and correct it.

  • Could you post the screenshot of your event that changes sprite position when Left key is pressed while typing text in TextBox?

    I'm really curious how did you do this, I don't know how to detect key presses when TextBox is in focus.

  • Have you tried typing several letters and then pres Left-Left-Left? Something tells me this will not work perfectly

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  • This is really not how things are done in C2...

    You need to learn to use instances, instance variables, containers, behaviors.

    Here, I updated and optimized your capx, take a look:

    https://www.dropbox.com/s/59q3cqvmfjwdm ... .capx?dl=0

  • Here is a simple way to do this:

    (image clickable)

  • You can put an invisible sprite bigger than the house with Solid behavior.

  • There was a recent post about this:

  • I guess you'll have to use "On touch start" and "On touch end" events to detect taps.

    Here is a very basic example:

  • maxlive2010 Animation is easy, but I don't know how to make a seamless gif from it, sorry.

  • Matte78

    It depends on how these objects are created and at what moment do you need to pin them.

    Do you put them on the layout in editor? Or are they created in runtime?

    If you have instance variables on both Nations and Cities families that cal help to link them together (say, Nations.Name="France" and Cities.NationName="France") then it's easy:

    Nations Compare instance variable Name=Cities.NationName -> Cities pin to Nations

    If the only way to identify each pair is their order of creation, you can do something like this:

    System-> For x=0 to Cities.count-1
       System -> Pick Nth instance of Cities instance=loopindex
          System -> Pick Nth instance of Nations instance=loopindex   :   Cities Pin to Nations
    [/code:e31akpof]