Gearworkdragon's Forum Posts

  • I find it much easier to keep track of stuff when you do paper n pen sort like a notebook back up where you can see what you did and you can draw a line in it to remember to delete it.

  • ok i cant get the files to debug but a couple of question do you have event sheet attached to the layout two. A lot of times i forget to do this.

    Did you linked to which layout its suppose to go ? and if you are using a lock level progression such as you cant do level 3 until level 2 is done.

    Do you have any missing variable located in the wrong spot of the project such as local variable when it should be global variable ?

    I think you linked the files wrong it shouldnt be linking to a home page but rather a download option cant really see what the freak it is and it keep redirecting me to my dropbox account ?

  • try wait for signal/signal action that could be the key for dialogue and cutscene. What neat about it is that It act as signal for when to fire that action. Could be what you are looking for and you can add timer as well to make it more slow pace such as when the dialogue part has been finish typing start timer of liek 2 sec and then when timer end Signal the next action.

    I use it alot just for shit like these.

  • most likely you do not have a speed set for the animation to use off of. Its like asking to run at 0 mph to the nearest walmart...its not going to move. But if you set the speed to 5 and then play the animation it should work but cannot DL the project to see if there an event blocking your attack animation.

  • yeah but using every tick is gonna take a hit on the performance. I know one trick i did was on start set position to the object and then pin it. Also help to keep your sprite origin in check as well since that where the pin is using it.

  • Um i dont think its possible to have construct to count the animation within a sprite. But the question I have for you is what effect are you hoping to achieve and do you have any example you wish to clone ?

  • It might just be your own browser doing that. do you have a buddy computer to test the theory out try to get him to play test the game to see if it saved on his?

  • My best guess is to go to a sprite animation editor and create an animation that make the character to feel like knock back and then do your variable and speed and placement.

    Best guess here is to use spriter pro there a free mode and you can basically just animate him going back and then once you are done.

    In the contruct there a great powerful tool call the slider. Now make two value 0-999 Next reference the pixel action that you wish to do and then create a textbox. Now I want you to do something like reference the pixel knock back variable to the value of the slider value so that you can dynamically change it in game without changing it in the event every 2 sec. and to make it visually easier to see the number is to set the text box to every tick - set text to the slider value.

    And this should give you a sort of a turning knob to see what pixel speed and animation would this look good but does well visually. I use this technique when i have a problem with speed and animation. dunno why there isnt a tutorial on this hint. but basically what you want depend on your eyes. but this is just my idea on how to help you out. i dunno what else i can think of

  • First I would make sure that the pressure plate have this animation pressed and not pressed

    Next if it have a sprite overlapping then go to animation pressed.

    If animation pressed is finished open door.

    This is a way to make it more fluid and you would have control over the graphic part as well.

    although it would be nice if there was a pressure plate behavior that would have a limit on the weight so that you could add in weight of object for it to easily check. That would be a cool game to have since we would know that if a small box open a weak pressure plate and a giant steel box would be needed to open a stronger pressure plate

  • so if i am understanding right you want an effect like a RTS so you could move the camera really fast across the map.

    Now lets talk about camera there a cool plugin call scroll to.

    Best way to do this. Use an invisible sprite put the scroll to on it. next part is tricky because this require Math from hell Like i do not even know where to begin because it depend on how you have your mini-map setup. I suppose you could do something like during scrolling behavor just see where and if there a math relation between minimap and real game.

    One idea you could do is called reverse engineering set up a text box with a every tick condition and now I want you to make two sprite oneis for ingame camera and other is the ingame minimap camera. Next add this in as an action Set text to (Ingamecamera.x &","& ingamecamera.y&"|"& Minimapcamera.x &"," &Minimapcamera.Y)

    This would tell you the exact X ,Y of your camera in game sprite and the minimap sprite. Now when you run it write it down and make at least three set of number for each position. From there try to work out a math function that would give you the result you want on paper.

    For example If i had the number 100 ,100 for ingame and then mini map ingame only gave me say 200,200 we would know that the relation between the two number is divide by 2. So it would be like when mouse overlap mini map and then when the mouse touch a spot in the mini map we would know minimap sprite is at somewhere mulply of 2 so then we move the camera sprite at position x,y for both it would be like minimap.X/2 for the camera position

    But like i said every game is different in their minimap relation to ingame so you are going to have to do reverse engineering. And if you need help then try to give us the numbers to see if we can work out a math function for you.

  • I did some testing with you example and ive found something to help you get started

    If you set in the condition for the text-box to a text for the word ("fly") set a event under it as in sub event sprite with the parameter fly and another flies and now make that subevent block an ("or") block so that if one or the other is one there then it will pick both based on the text-box text for fly . Now add in an action sprite to visible

    Next add in for else for that event block to sprite invisible

    next you need to make sure that your sprite animation speed is set at 0 so that it doesn't all go to the last frame

    Another tip i want to ask you to do is when ever you want a specific effect to be done. Write down the condition you want and then tell yourself what is the action. and act it out yourself before going all haywire on us. If found that if you were to experiment with such you might come across pretty cool result.

    Someone once told me for every thousand experiment failed there is alway going to be that one success. You cannot have success without failure. so play with it for a bit.

  • That isnt possible so basically you want to break our realm by having one sprite with different parameter and condition as a well as positional based. That Is not really suitable.

    The only time you should be using sprite with different frame is say. Let use RPG clothing for example.

    most rpg sprites have one sprite for each piece of clothing and using different frame for different looks so that it cuts down time for spawn action and pinning and scoring it x,y this is fine to use it in this way.

    but when you use sprite for different behavior say a gun verse a sword. You cant tell the construct to keep the sprite pin to the character and expect the gun/sword sprite to be perfectly align or function right. you are better off just making gun its own sprite and the sword its own sprite. Its just easier management.

    If you are using a sprite in a manner like inventory where it isnt a graphic using issue just a viewing and overlapping you can do if overlapping , add a condition Sprite frame = number then you can run the event that way

    or if you want to you can also do pick up such as if overlapping item and add condition if item variable= name then change the sprite to what ever frame you need it to be set on.

    But again try to think can you use the same sprite for similar condition and action if not then try to use different sprite. Organization is key with sprite, don't make a thousand frame for one sprite just because you rather use frame number because you will get lost to what sprite you want and its a pain in the ass to figure out what didnt do right with debugging and the horror for ever reason you accidentally delete that one sprite that held 90% of your game.

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  • I ran into the problem before. I still cant get it to function right. basically what he want is the game to make only one sprite when overlapping another sprite. And if im right he want to despawn the sprite when hes not overlapping it in theory it should work but contruct two engine just repeat it because of the condition it doesnt know it need to spawn one.

    Id suggest that you do something like if overlapping spawn the sprite then change the condition in the action such as a variable to something else and when not overlapping change the variable back to the original variable

    This way you can pretty much can control a overlapping condition and to prevent it from firing more then once. and once you step off you are just changing the variable so that when you overlap again all condition are met again.

    Id done this so many time just for this effect. Id really wish there was a way to mark an event block to run once never again even if the condition was met again. (trigger once while true does not alway work) Cause id hate to use group just for a single event every time just for those event

  • if i may add in a question here as well I know that many gimp and other art/animation program have the ability to combine layer and was wondering if construct two have any add-on for this ability. Cause often times i use like ten layers to create a Hud or background art and need other art pieces to stay put and not move....It would come in handy if that is possible with out copy pasting delete layers.

  • well if you think about it countdown is like a reverse way to go forward in time so how about for every 1 sec minus one from a variable and then make a condition when it hit 0 to do an action.

    You do something like If variable isnt 0 then for every 1 sec minus 1 from the variable. I discover it when i was making a spawn minion system