Basilboy's Forum Posts

  • Okay like totally, like oh my goood, like whatever, liiiiike....

    Totalleh can't figure this out, I mean, I look up tha tutorialz on inventories and I just don't get it, but they get real descriptibe about a bunch of stuff my mind cannot comprehend.

    I wish I could understand arrays, I really do, I look up videos and read stuff online and I see things happening but I just don't get it.

    What practically all of them lack is a reference to how certain things would work with actual video games. If they showed stuff like that, that would make everything like totalleh easier. I guess i'm more of a visual learner.

    Anyways I just started on a tangent so I will just ask this quick.

    I'm working on a rpg, and have gotten to this very crucial part. I just need an inventory system where you get an item, and they show up as text in a menu that can be pulled up later. I also of course need it possible to throw away items, and have all items able to be stacked. If you ever played super hydlide, that is EXACTLY the system I am looking for.

  • Le bump

  • How I do dis? I have an idea but I just know it probably would involve a stupid amount of sprite font objects (I'm using sprite fonts instead of text objects).

    My project is aimed towards mobile devices with touch screenz, so I need a name entry system where the user taps on the lettahs, right? And then some mo' lettahs pop up showing the name, with a maximum of 6 digitz, ya feel me?

  • Is it possible to show the total playtime a player has done? Even after saving a game? Like pokemon or somethin.

  • bump

  • Set the paralex of the HUD layer to 0,0.

  • Is it possible to have a layer over 2 or more layers but only visible on one of them?

    For example if there was a background in one layer and the characters layer on top, then maybe a 50% opaque black layer over that, and have this black layer only cover the characters, not affecting the background.

    What I'm trying to do is an alternative for a tint effect, as effects don't seem to work when exported on my mobile device.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • bump

  • Hello, I'm having difficulty trying to figure out a way to smoothly incorporate all these animations for simply moving around. It's supposed to be very similar to how characters move in super smash brothers.

    The character has animations for when he is facing right, and left. They are the same movements, but different views, so it can't be a simple flip or mirror. So he has a turn around animation for when facing right or left.

    Then he has a dash animation, an animation he does before the actual run animation starts, and when he stops, he has a brake animation. When he turns around while running, he needs to do a turn around animation and then run again. And if he runs and turns around but stops, that is also a separate animation.

    I've tried the platform behavior and experimented around but it hasn't been working well for me as I just don't know what events would be good for this.

  • alrighty!

  • Hey how do I make the screen shake similar to scroll to effect?

  • This plugin is great, however I have a small problem. I have a HUD layer that is the touch controls for mobile devices, and I put the paralex to 0 so that it doesn't scroll away, but when the magicam is in action it zooms right past it.

    Is there a way for it to not zoom past the controls?

  • Is it possible to have a camera like this, where it zooms in and zooms out on the players depending on how close they are to eachother, and have it so that the camera is always pointed towards the action?

    I really don't know how to explain it well, anybody who's played super smash bros will know what I'm talking about though.

  • bump

  • Assuming player has some kind platform or 8 directional movement.

    Compare the stick XP(X Percentage) and YP(Y Percentage)

    Compare Value stick.XP > 30

    -- player.simulate(moveright)

    -- player.setSpeed = absolute(stick.xp * 5)

    Compare Value stick.XP < -30

    -- player.simualte(moveleft)

    -- player.setSpeed = absolute(stick.xp * 5)

    ... so on etc.

    Thanks. Could you explain what player.setSpeed = absolute(stick.xp * 5) does?

    Also is there a way to recognize if the player quickly tapped the analog all the way?