desjardins2014's Forum Posts

  • Thanks for the reply I'm familiar with most concepts... just having hard time figuring out how and where to make the checks to get him to respond properly... it's the free chuck norris guy from gameartpartners.com

    i have attached capx can someone help with getting him to properly do the animations he has... for instance he can jump OR he can jump and shoot ( I'm shooting with the left mouse button )...

    i will then study the capx you return and learn from it

  • I need to see how others are setting up the keyboard controls for the characters with various animations like jump, fall, run, shot while running, shot while jumping ext... I have it setup but things always get messed up cause one command is over riding the others...and example to look at would be greatly appreciated..

    thanks in advance

  • this is what I have...

  • Got a simple solution i'm sure but can't wrap around it --> I have a button that on hover plays a sound BUT also upon hovering that button it changes it's animation frame to 1 else (OFF HOVER) changes back to 0

    problem is the audio loops 1000 times a sec.... I tried a trigger once but that then changes the frame back right away... ???

  • Well the first solution that comes to mind for me comes from old restro games like bobble bobble where IF the one player gets outside the layout the other spawns behind him.... now if the two players are not working together then I'll come back after I test a few things out....

  • The points exists... I'll see what's going on I knew it was correct syntax just not setting properly... thanks

  • I was under the impression I could use the following in a set position as it dose not give the option to add an Image point isn't this the proper syntax for referring to the ImagePoint?

    life_bar_pl1.ImagePointX(1)

  • does it have to be spawned? or could you simply object --> on collision with object = system --> create object x,y

  • I would create a variable that holds the value of my position right before I move to the next layout...

  • What I do is set two borders one left_border & right_border

    Give the player a bullet behaviour OR a platform your choice both work the same...

    Player on collision with right_border simulate control pressing left set player_image mirrored

    Player on collision with left_border simulate control pressing right set player_image not mirrored

    (this would be for platform)

    for bullet just set angel of motion instead

  • bullet behaviour how come I can't refer to object.bullet.gravity????

  • So if I understand correctly you want it to ORBIT around the other object...?

  • I have two toons ones got 600 health the other got 450 health I want to figure out how to do the life bars if I do width= player.life it's too big

    if I do width = player.life/5 it's different for both

    is there a number that I can divide by that would have the bars visually equal in width regardless of the overall life capacity?

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  • Can someone show me the proper way to STORE and RETRIEVE a VAR that is a number

    I have a global lives = 3 and when I try to get the value it comes out as Nul assuming it's not getting the integer aspect of it?

    would it be something like webstorage.LocalValue(int("lives"))???

  • Anyone? is there a tutorial on RPG dialogue I'm missing?