dop2000's Forum Posts

  • You mean something like this?

    Screen zooms in (up to 1.4) when the player is stationary and zoom out when moving (down to 1).

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  • I live on another side of the globe, it's not very late here yet

    I changed too many things, but I think it works much better now. It doesn't allow to stay on the wall for too long and the height of wall jumps decreases with every consecutive jump.

    You'll see in 4 hours

  • I don't see any ghosting either.

    Maybe you have motion blur enabled somewhere in your video card settings?

  • [quote:2us7wkbf]I wanted to implement a limit to how long people can walljump in a way that feels natural but you can stay on the wall infinitely just holding against it and tapping away

    Sorry, your wording is a bit unclear - do you want to allow players to stay on the wall infinitely? Or is it a bug and you want to get rid of it?

    I made a few changes, have a look:

    https://www.dropbox.com/s/c7wfnichstid7 ... .capx?dl=0

    It still may need some tweaking, also you can move repeating code to functions.

  • Ok, for starters:

    1) You have two PlaceInInventory functions. Delete the duplicate one in Logic group.

    2) You need to add InvCell sprites to your layout. Don't forget to set correct value for Order instance variable for each cell.

    3) In lines 42 and 44 change Item.animationFrame to Collectibles.animationFrame

  • [quote:2cbt7wck]this isn't stopping the problem of being able to hold against the wall and just slide up it without leaving the wall

    Do you mean when it's sliding up the wall for about 100px before it starts falling down?

    I think this is not because you continue to hold any button, but because the jump is too high - you decrease the gravity by more than a half, so the character keeps accelerating up.

    The way you are disabling buttons by adding another condition like "wallToLeft=0" is perfectly fine.

  • You can change the "Pick player by UID" event in my demo with "For each player".

    Not sure what are you trying to achieve, could you give more details?

  • I'm sure it's possible, but I can only speculate what you are doing wrong.

    Your current two animations (attack and shield) probably "overwrite" each other, because they include movements of all body parts. If you make attack animation to only move one hand with a weapon, and shield animation to only move another hand with the shield, then you may be able to play both simultaneously. You'll probably need a third animation for the remaining body parts.

    But again, this is only a guess, I may be completely wrong

  • Check that you player's health and fullHealth are the same at the start of the game.

    Actually, you don't even need lerp (I like it so much I use it everywhere ), this formula is easier:

    bar.width=110 * (player.health/player.fullHealth)

  • You are testing line of sight for 3 instances at once, if any 2 of them have each other in sight, your condition will be true.

    If you need to test if left player instance sees another player instance, you need to pick left player first.

    But then your event "player has line of sight to player" will not work, because "player" now refers to only 1 picked instance.

    There is a workaround using a family, see this demo:

    https://www.dropbox.com/s/ey9ecnpwkuhco ... .capx?dl=0

  • Could you use a different file sharing service? I don't want to give them my email address.

  • I haven't tried this but I think this should work:

    For example your layout is 100.000px long and your screen size is 1024x768

    Make the first 1024px and the last 1024px of your layout look identical.

    Once the player.X>=(100000-1024/2), set its position to Player.X-(100000-1024)

    This should teleport it to the beginning of the layout

  • First of all, your link doesn't work.

    I've seen this tutorial before and frankly, I don't like it. I think it's overly complicated.

    Search for "inventory" on this page, there are lots of other tutorials which may work better for you:

    https://www.scirra.com/tutorials/all

  • You can use lerp function.

    Healthbar -> Set width to Lerp(0, 110, (player.currentHealth/player.maxHealth))

    So, for example if player.maxHealth=130 and currentHealth=65, then the healthbar.width will be set to 55px

  • TRMG

    I don't have any experience with Spriter either, but I did a little googling and found the feature called character maps. Are you using it?

    https://www.brashmonkey.com/spriter_man ... 20maps.htm

    It allows you to replace parts of your animation, for example change a helmet or weapon. If it can be done with one weapon, I'm guessing you can easily do the same with the second weapon in another hand.