bscarl88's Forum Posts

  • For that, there is an action for the platformer behaviors.   I believe it's set controls enabled/disabled.

    So at the beginning of press A you would set platform controls 'Disabled' then wait, let it do everything else, and as the last action in the list, you would set platform controls 'enabled'

    Can't think of the exact naming of it, but go ahead and try it!

  • I can't seem to get it to work.

    I use:

    angle(Player.ImagePointX("Center"), Player.ImagePointY("Center"), Player.ImagePointX("Angle"), Player.ImagePointY("Angle"))

    Center and Angle are the 2 image points.

    And in case the names don't work, ive tried

    angle(Player.ImagePointX(2), Player.ImagePointY(2), Player.ImagePointX(1), Player.ImagePointY(1))

    to no avail.

    Events 55 and 56. I want it to calculate the angle on collision of the animation frame that it collided on. (there are only certain frames where the image points exist.)

    Here's my .capx

    dropbox.com/s/vzp43wr8sig2zn7/04-FEB-12%20-%20Possibly%20finalized%20hitbox%20AND%20angle%20%20check%20regular%20attack%20on%20sprite.capx

  • if you export the capx we could take a look.

    You would have to have an idle state, dodge left, and dodge right.

    on Button press 'A' => play animation "DodgeLeft", then wait .3 seconds, then play animation idle

    on Button press 'B' => play animation "DodgeRight", then wait .3 seconds, then play animation idle

  • danuyus. Would you be interested in joining me to make a smash brothers like game? PM me if you're interested.

    I've got plenty of foundations set out, and ideas of how to make it work great on mobile with touch controls. I also found an artist. I'll tell you more in private though ;)

  • We need to promote the sype group more!   It's already dying, but it has also already been so helpful to me, as well as me being able to help others! We should attempt to make it Scirra official!

  • they work great! I like yours better, but I wonder if there's a performance boost to using one over the other...

    So I the stick, nearly word for word, but I am getting 2 problems...

    1. When I press the virtual area initially, It places the joystick, but I can't move it. Only when I let go and touch it again can I move it.

    2. I have a sword box that I am trying to spawn on my player character when the joystick is down at a certain angle, but this won't work. Any ideas?

    Either way, thanks to you both for the help!

    .capx

    dropbox.com/s/ostlec9cianpgql/07-JAN-12%20%20Changed%20Virtual%20Stick.capx

    demo

    dl.dropbox.com/u/104143348/Ninja%20Strike/index.html <img src="smileys/smiley31.gif" border="0" align="middle" />

  • I cannot, as I do not know what i did. I just saved it to a file in my documents, full privileges and everything.

    I fixed it by saving the file under a different name

  • That seems much better! The one i made gets frozen and takes up a few collision detections.

    The thing is, I'm not using it for movement, I'm using it to decide on what angle/imagepoint I want the strike box to spawn at. But ill play with it tonight and see how it works!

    Thanks!

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  • why yes it does! Thank you very much! :)

  • Are there any pluggins or anything for an on screen virtual joystick?

    It's a necessity for one of the games i'm working on.

  • I just saved it under a differnt name and it worked

  • I can't save my file! I get this:

    Error saving 'New Project' - the project has NOT been saved to disk. We apologize for any loss of work. you may want to report this to scira.

    Message: Failed to move .capx.tmp to .capx

  • ah, that's exactly what I would like to do! perfect, thank you so much for clarifying!

  • Ok, but what advantages/disadvantages do I get from using the plugin over the built in container feature?

  • what does this have over the default container property for C2?