Discmach's Forum Posts

  • Messes with angles on left stick. RIGHT stick still nothing :/

  • In the middle currently of a 48 hour Game-jam and this hiccup with the controller is really slowing things down, so need a response as soon as :)

    Xbox pad working fine for everything except when I am attempting to set the RIGHT analog stick to control the angle of the characters arm.

    Move right analog stick right and theorectically the characters arm/gun is set right.

    I looked through the forums and only found this, and it is quite advanced to the extent that I don't fully understand it.

    "angle(0, 0, Gamepad.Axis(0, 0), Gamepad.Axis(0, 1))"

    With this used to "set angle" the LEFT stick directs the angle of the arm instead of the RIGHT.

    This is a problem because the characters left and right movement is set on the LEFT stick.

    Thanks ahead guys :)

  • imageshack.us/photo/my-images/831/characterrandom.jpg

    Have a character that will be performing animations (attacks) at random.

    Each animation is linked to a number in a global variable.

    Once each animation is finished

    "System - set"global variable" to floor(random(1, 7))

    With this working, it should create an endless loop of the character pulling off animations without pause.

    My problem is he is pausing randomly and I don't understand how/why.

    Would it possibly be because of the line "floor(random(1, 7))"?

    Are there better alternatives?

    Or maybe at the core could my way of doing this be changed? (see image)

    Thanks guys

  • The wait command didn't work, I thought it ignored input too

  • If anyone else has a suggestion, please don't hesitate to comment :)

  • Using less colours in your sprite/animations to reduce their overall size.

    See if there are any animation frames you can cut out completely.

    Could backgrounds be cut into smaller pieces?

    Make sure sprites are cropped.

    These things could help you.

  • Didn't work,

    Here is the file

    dl.dropbox.com/u/123274811/testing.capx

    The events in particular are at bottom of event sheet.

    Thanks

  • Cheers, I'll give it a try now :)

  • Did a search and could only find construct classic bits and pieces which weren't entirely relevant.

    I have my character with the required animations:

    Single punch

    Double punch

    Pressing the A key triggers the single punch animation.

    I can't work out properly how to have the double punch animation trigger instead if the A key is pressed twice within a short space of time (200-300ms for example)

    Thanks ahead for any help :)

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  • I tried it and it seemed to still affect all of them and not individually.

  • They all now attack at individual intervals, which is great, but when one detects me they still all detect me.

    Which I guess to some degree could work in my favour in certain gameplay situations, .

    The event condition "player object.X, 0, Werewolf.X, 0) < 96, would that be the problem. Anyway to change the script "Werewolf.X" to mean an individual Werewolf?

    Its the only place I could see being the cause of the problem.

  • I'll give it a whirl, thanks again Sully :)

  • Using the help from SullyTheStrange, the Werewolf now does everything I wanted in the OP. Only problem is when they is multiple versions of the Werewolf on screen, they all react to the events at once and not individually.

    I'm utterly lost, and kinda rely a little too much on this problem being auto-fixed by the software itself. (MMF2 had no problem with this kind of thing, it seemed to handle each object individually)

    Is there an easy way to integrate it into the current events framework I have?

    Again I'll clarify anything and answer questions, and sorry if this makes no sense haha

    <img src="http://i365.photobucket.com/albums/oo96/5minapocolypse/gamecode.png" border="0" />

  • Awesome! You are a life saver:)

    It's worked a treat with the Werewolf, and I should be able to integrate this into the other enemy units.

    Big thanks.

  • I presume you have it set to "every tick" set angle towards main character?

    If so, making the event "every "0.2" seconds" set angle towards main character might slow it down a bit.