daggame's Forum Posts

  • 12 posts
  • thanks gearworkdragon, ya i figured it would have something to do with the timers but i cant wrap my head on how to actually use them, I'm gonna scower youtube and see how people are using them and give it a go.

  • Remember DKC on the snes? If you didn't touch the controls for 30 seconds or so DK idle animation would change and he would freak out. How do I do this in the event sheet? I have all my animations lined up but I don't know how to say " if there is no input for 30 seconds, run timeout animation". I currently have my idle,run, jump, fall animations and actions in working order.

    Thanks to anyone who can help.

  • for the 2nd layout, right click and choose "add event sheet" and select the event sheet with the players coding on it. that should work

  • ya farther away would mean the tiles look smaller.

  • yeah, 1 square = 1 pixel. as far as size goes its just depends on what you personally want to see. i would recommend looking at your favorite games and see what they do. super metroid has the player about 1 tile wide and 2 tiles high (more or less) and the camera size is 16 tiles wide and 12 tiles high (more of less) and then for mario bros the camera is farther away so you can see more of the level so it depends on what you personally want. when you play around with character design/programming in construct you can try it several ways until you get something you like.

  • no worries

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  • updated

  • i had the same problem the other day, you need to make a toggle. create an instance variable, set the value to 0.

    event 1: condition: playerhotbox-"instance variable" set value equal to 0. action: playerhotbox-"instance variable"=0

    event 2: condition: playerhotbox- "instance variable"set value equal to 1. action: playerhotbox-"instance variable"=1

    event 3: condition: playerhotbox-"instance variable" set value equal to or greater than 1. action: playerhotbox-"instance variable"=0

    event 4: condition: on keyboard key pressed "S". action: playerhotbox- "instance variable" add to value +1

    try that and test it in debug mode to make sure the "S" key is toggling properly.

    now do the following -

    event: condition: playerhotbox-"instance variable" set value equal to 0.

    subevent: system battlestate = select enemy etc etc

    CHARACTER SELECT

    event: condition: playerhotbox- "instance variable"set value equal to 1

    subevent: system battlestate = etc etc

    i hope some of that made sense. you will need to change some of your actions but i hope some of this helped.

  • i had the same problem and it took me forever to figure it out. basically you need to create an invisible cross that can move up and down. im away from my home computer but in a few hours i can send you a cap.x so you can see what im talking about. I was going to make it a tutorial but it would be easier just showing people. so if you can wait 5 hours or so. also, i programmed it to be used with keyboard, gamepad direction buttons and joystick as well.

  • hey sorry for the late reply. ya i tried triggers etc and system-wat. i figured it out in the end, the dpad and keyboard up/down settings were good but i used the same settings for the joystick which was the problem, basically instead of using 85 pixel movement i used 9pixel movement in the end and it slowed things down a lot. im thinking of making a tutorial for it so others can see how its done

  • I'm using an invisible sprite to select my menu items (up and down) and my gamepad joystick movement is too fast and i need to slow it down and basically mimic the keyboard/dpad movement.

    keyboard: on down arrow pressed: sprite moves 85 pixels at angle 90

    keyboard: on up arrow pressed: sprite moves -85 pixels at angle 90

    gamepad2: gamepad 0 left analog Y axis less than 80: sprite moves -85 pixels at angle 90

    gamepad2:gamepad 0 left analog Y axis greater than -80: sprite moves 85 pixels at angle 90

    thanks for any help.

  • I want to use a gamepad to scroll and to select my menu headings. just simple up and down scrolling and using the "A" button to select the heading to then go to the appropriate layout. i can do it with the mouse but not the keyboard or gamepad.

    i want the headings to be 100% opacity when selected and 35% opacity when not selected. for argument sake the headings are 50pixels apart.

    EDIT: i figured it out. custom movement triggered by the keyboard/gamepad and the action is "move at angle" set to 90 degress and 100 pixels.

  • 12 posts