ClassicQT's Recent Forum Activity

  • Okay I got it working, I was using the Tag under the MISC option and not the solid for families option as I saw a person in a different post say to use the MISC option but thats wrong lol. Thanks for the help

  • well

    on start of layout → set Global_Var to 1

    on "W" pressed → set Global_Var to 2

    ----------------------------------

    now add this to your on player collides with enemy event

    While Global_Var == 2 & On player collides with enemy → (your actions)

    ----------------------------------

    this should work

    tell me if it doesnt

    Radkampfwagen

    I did that and it didnt work.

    for the player collides with enemy event I should set the collision filter here ?

  • When My player hits their "W" ability I want them to be able to go through enemies and not collide with them. I am not sure if I am setting up this correctly. I also have stop on solids setting checked.

    I want to have it where if the W attack animation is playing then I set the filter which should allow them to go through enemies

  • Okay not sure what I did but I just removed all saves and reopened and closed client and it seems to be working now using this boolean. Will probably go ahead and work on using a function call instead but for now it works I think, Thanks

  • I have done this and the issue with this is if their is no save it does not go to the default values, also How do we set the keys if we have not added the keys. I have changed set to add as well and it does not go to default values

  • I tried what you said and it would not work with load ajax last data. I changed it to load from localStorage.itemvalue and it works as it saves the dictionary but the health keeps going to the original value and not the new and updated on start.

    Not too sure on why at the moment

  • In my game I save all players starter health in dictionary, players health change by items or level ups and so I update the dictionary then. How do I get the most current health updated and if health is not updated then get the original starter values from dictionary.

    Would anyone have a clue on how to do this as I cant get this to work and this is what I have so far. Btw the players "new health" and health bar can be ignored in the code as they dont pertain to the dictionary

  • I am creating pixel art game with pixel art. I want to use high resolution images/animations for UI.

    The animations are blurry because I have the sampling setting to normalized, when changed to bilinear the pixel art gets blurry. Is there a work around for this ?

    Is it possible to have pixel art and non pixel art in the same project in construct? :(

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  • omg thank you I was looking for hours and I didnt even notice them sitting their and then to answer my question I guess you only need to drag them into one layout then

  • I am trying to copy the template "demonoire" for item drops and in the template I can not find anything that sets the angle of the items dropped from monsters or anything of the objects dragged in any of the layouts to check off allow angle change to no

    these objects use 8 direction movement and this is the only events I find about movement. So how do they do this cause as of now I had to drag my gems off to the side of the layout and check the box to no for changing angle and I once I have 100 different types of drops this will be impossible to drag all on the side every layout

    am I just missing events somewhere?

  • I made a small mistake, it should be self.a in the last line.

    And of course put the correct animation names instead of "Left", "Right" etc.

    what do you mean self.a in last line?

    It should be anglediff(self.a,359)<45?"up") ? The equation wont let you end it like that it demands another ":" and so forth

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ClassicQT

Member since 30 Oct, 2023

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