Carlos182's Forum Posts

  • New screenshots:

    <img src="http://img14.imageshack.us/img14/5814/ss5i.png">

    <img src="http://img14.imageshack.us/img14/4315/ss6r.png">

    <img src="http://img301.imageshack.us/img301/322/ss7h.png">

    <img src="http://img695.imageshack.us/img695/1899/ss8x.png">

    I've fixed the walking animation, done a new armor (by other member of the team). I'll post a video soon.

    Carlos.

  • Ok, thank you for your help.

    Carlos.

  • I've thought about the variable thing but I thought it would be a better way to do it and Start ignoring input was like the salvation, but no.

    I'll do the variable thing =/

    Thanks!!,

    Carlos.

    EDIT: It doesn't ignores the Controls that I've added in the Control properties, is it working well anyway ?

  • Hi, I'm trying to ignore the user input when an enemy hit the player for 200 mili seconds, but Start Ignoring Input (and Stop ignoring) doesn't work properly, because it ignores just Shift (jump in platform behavior), and arrows, but not the others keys I have ( X, Z, etc.), even if I have that keys in the Controls property of the game.

    Is there a way to ignore the whole control ??

    Thanks,

    Carlos.

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  • No, I'm sure is not that, animation always start on 1.

  • Hi, well I'll say the problem.

    I'm making this enemy, based on animations. I made it with different animations with conditions, so the conditions are true based on what animation is played. I had 2 problems:

    1) I made the events like that:

    If 'action' = 1 and

    When Animation 01 finished -> Set value 'action' to 2

    If 'action' = 2 and

    When Animation 02 finished -> Set value 'action' to 3

    If 'action' = 3 and

    When Animation 03 finished -> Set value 'action' to 1

    If 'action' = 1 -> Set animation '01'

    If 'action' = 1 -> Set animation '02'

    If 'action' = 1 -> Set animation '03'

    Animation 01 is 13 frames long, Animation 02 is 12, and Animation 03 was 16 frames long too, but the animation didn't played well, so I had to delete some frames and make it 11 frames long, if there was more frames, the animation didn't player well (it got stucked on some part of the animation).

    So, after fixed that, I had another problem:

    2) For bullets from enemy I did:

    If action = 1,

    Action frame = 6,

    'shoot' = 0 -> Create object Bullet, Set 'shoot' = 1

    If action = 1,

    Action frame = 12,

    'shoot' = 1 -> Create object Bullet, Set 'shoot' = 2

    If action = 3,

    Action frame = 6,

    'shoot' = 2 -> Create object Bullet, Set 'shoot' = 3

    If action = 3,

    Action frame = 11,

    'shoot' = 4 -> Create object Bullet, Set 'shoot' = 0

    That way would work like a loop, and I'm telling Construct to create object on each animation frame I want.

    The problem is the last condition, Construct doesn't read it, so the value 'action' is never set to 0 and the loop is broken. (And the last bullet doesn't come).

    Please help with that, I don't know if there is a limit in animation frame or something, thanks,

    Carlos.

  • Do you guys think the tile's set are good?

    <img src="http://img138.imageshack.us/img138/8374/ss2g.png">

    <img src="http://img40.imageshack.us/img40/4516/97801033.png">

    Also, thanks newt for the file, I'll check.

    Carlos.

  • Hahaha you are like the 4� person who say that. Should I increase the speed, or just the animation??

  • Good luck with color swap.

    Haha actually today I saw your post about color swap. I think it's complicated, but I'm not worried about it right now Maybe I will have to make a lot of new animations with the colors and such. But that will be in the future.

    I've made my first enemy =D, I will upload another video when I have more enemys.

    Thanks,

    Carlos.

  • Hi, I wanna say thank you to the people who helped me with this project, I have less than a week in this forum and this is what I've done:

    Subscribe to Construct videos now

    Tell me what you think

    Special thanks to Minor.

  • So, I'm making the Wall Jumping events, so when megaman is dashing in the walls, and then press Jump button, he jumps like a normal jump but it's moved like 2 or 3 pixels to the other side (left if the wall is in the right), and there is a little moment (some milliseconds) that Right Arrow should be ignored.

    This is, if Megaman jumps being in a wall, he moves to the left even if the player is pressing Right Arrow because it has to be ignored in that 500 milliseconds (or some less...I'll try).

    The problem is that I don't know how to ignore the pressed right button.

    Any Idea?

    This would help me too when Megaman is hurted by other enemy, so there is some milliseconds that the whole control should be ignored (except Start button).

    Thanks!,

    Carlos.

    PS. I'm sorry "deadeye", is just that I sent you the message hours ago and I was like dessesperating

  • Yeah, believe it or not in some areas MegamanX can't use wall sliding, I'm 100% sure.

  • The reason I use those RedSprites is because I don't want Megaman to slide in every wall, just on some (like the original game).

    Anyway, I will check the thing of the timer, thanks for the answers. You've been very helpfully =)

    Thanks,

    Carlos.

  • Thank you so much, it seems like I have fool troubles and then you look and fix it very easy haha, I'm foolish

    Also, if you can, please teach me how to make a Timer because I tried so many times, like creating an object with timer behavior or others, but I can't. I want to start the timer when the player press the Dash button, like 1 second long, then when the timer stops, the player will stop dashing even if the Dash button is still pressed (remember that I move the X vector position when Dash button is pressed).

    Thanks again,

    Carlos.

  • Hi, well I have some troubles with the engine I'm making, the first one, is the Air Acceleration/Decceleration, I had 0 and 0 in that values but then I realized 2 things, my player can not move when is on air, and second, if I jump to the right, and then release the Right Arrow, the player kept falling towards right, and I dont want that.

    So I inserted some random values, trying to get a normal jump acceleration and decceleration, but I couldn't. The values always makes my player moves too fast, I don't know a better values, so please, if you can fix that, I would be glad.

    The events that are not working are in the WallSliding sheet. You know, Megaman X can slid in walls, so I made this Tile blocks, and had this events:

    When Player is overlapping the Tiles, has a wall on the right, and Key Right Arrow is pressed, modify the gravity to 20. If Player is overlapping the Tiles, has a wall on the right but the Key Right Arrow is not pressed, set the gravity to normal. But the problem is when I press Right again... the gravity doesn't go 20 again, it remains in the original value.

    Here are the .cap file: http://www.megaupload.com/?d=3FJ9Q4UC

    I hope you can help me, I'm using 0.99.6 version, thanks!!,

    Carlos.