Greaver's Forum Posts

  • > Hey there! Thanks for taking your time!

    > Basically i have a sprite with all Animations with the same name, just ending with different numbers, such as 0,1,2 etc.

    >

    > Now in event i did ''if Animation is playing Run & random(1,3)"

    >

    > But that only = true sometimes. The Animations number go past 3, but i wanna only check if 1-3 in this event. Any way to do that?

    >

    >

    >

    >

    This works, but might not be suitable to your game logic?

    Hey there! That is right, instead of random 1-3 i want a definitely 1-3, aslong as the number is between 1 and 3.

  • I don't think the last section explanation and question make much sense, can you rephrase?

    Animation names are Run1, Run2, Run3, Run4 and Run5.

    I want that event 'IF Run & 1 or 2 or 3 is playing then execute X.

    Execute only run 1-3, not the others.

    I thought there is simpler way than making 3 seperate events for

    'if sprite is playing Run animation'

    'if frame = 1'

    - then repeat with frame 2 and then frame 3. I thought it could all be in 1 sentence.

  • Hey there! Thanks for taking your time!

    Basically i have a sprite with all Animations with the same name, just ending with different numbers, such as 0,1,2 etc.

    Now in event i did ''if Animation is playing Run & random(1,3)"

    But that only = true sometimes. The Animations number go past 3, but i wanna only check if 1-3 in this event. Any way to do that?

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  • Contact you privately how?

    Goodness! Edited the post, left our hotmail. Contact us If you are interested, We are still looking! ^_^

  • Greetings there! ^_^

    We are currently looking for a programmer (using C2) to code in an advanced inventory system.

    Here is what you should be able to accomplish flawlessly -

    1. - Picking up items -> Goes right into inventory if a free spot is available (Zelda style)
    2. - The items in inventory should NOT be in order. Ie whichever item is picked up first, appears first.
    3. - 3 Pages to scroll through when browsing items in the inventory, ie scrolling down shows the items below.
    4. - Clicking an item in the inventory should give the option choice to equip or drop or move the item.
    5. - Items should be equipable, and thus displayed on the ''Current item equipped'' in the front page.
    6. The current stats should also be added to the characters stats.
    7. - Highlighting an item should display its stats AND compare it to the current item equipped.

    What you need to know:

    - All items picked up have random stats.

    This should be taken into account when equipped. Example; same broad sword does'nt always have same damage or strength values.

    You need to be advanced in coding in C2 and must be flawless.

    Payments occurs through either paypal or transferwise.

    Contact us at gpprodzrd@hotmail.com

    At interest.

    -All the best! ^_^

  • Sorry, my antivirus tells me it's a Trojan horse, trying to put your example elsewhere, it's weird!

    Really?? I'll upload it here instead; ufile.io/qe5in

  • Hi, without example we can't help you!

    Hey there! Ur right, let me upload a test capx!

    files.fm/u/t6jvufnz

    Now try pressing SPACE when facing the left and then when facing the right, and see the difference!

    Help!

  • Hey there!

    I think i have countered a bug. Whenever i use bullet effect, the 'object' with the bullet effect will always 'climb' over obstacles IF the object with the bullet effect is mirrored.

    The Angle of Motion is 0, and the bullet speed is 450. Small obstacles (about half the size of the bullet object)

    This only occurs when the object with the bullet effect IS mirrored. If it is not mirrored, then this will not occur, EVEN if the angle of motion is 0.

    Any idea how to fix this?

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  • Hi.. I think there is fade volume action added in Audio plugin since R122 (C3 Runtime)

    Which is more convenience than lerp.. IMHO

    Hey there! That option isnt there in C2.

  • Hey there!

    Can one LERP master volume from -99db to 0 db in a second or two? In that case whats the formula?

    Or is there a better idea for this?

    Thanks! ^_^

  • Yes! Thanks alot for the answer & more! ^_^

  • > I know that. But is it enough it exist in a layout once per save? Or must it be once per launch? Everytime the player launches the game, must that layer be played once atleast or it doesnt since u have a saved game?

    I'm sorry mate I found quite difficult to follow what you trying to say especially this >>>(once per save?)

    it looks like there is a confusion here or I didn't understand your question properly I will leave it to someone else to see if they can give you better help than me. As you asking for Loading the Game and Objects but at the same Time you talking about saves and Layers it doesn't make sense as everything its done before you export the Game so is no sense to talk about the save Games.

    After the Game is exported and installed:

    1-C2 Loads the whole assets before the Game starts into the Memory

    2-C2 loads after that Layout by Layout meaning if you go directly to Level 1 it will load only the objects from Level 1 once you finish playing that Level and if you change layouts all the objects that are not used on the Next layout will be destroyed it only keeps the one that will be used on the next layout

    3-You just need to make sure what you already know which is to place the objects on their respective layouts before you export the Game and if you do this properly you shouldn't worry about the saves that happen after Exports as that is C2 responsibility after the Export so it will take care of that as long you done everything properly

    If this is not what you looking for please give them more Explanation to understand more and I'm sure someone else will help you out I hope it helps.

    No, this has nothing to do with my question. Let me explain it in a way.. That you will understand, hopefully.

    So CS2 can not laod objects unless they are on a layer that has been visited right? Ie, if u play on Layout 2, the system cant create objects that only exist on Layout 1 into Layout 2. BUUUT! If the player has been to Layout 1 before, THEN the system can create objects in Layout 2 that exist on Layout 1.

    So my question is; LETS say u visit Layout 1 then Layout 2. Now you close the game. The next day u launch the game again. And u load the game in Layout 2. Now CAN the system create object that exist on Layout 1 and not Layout 2, since the player did not visit Layout 1 this launch.

    Get it now? Or MUST the player again visit layout 1? In this case its better to load all objects on a loading screen or title main screen so it can load these objects every launch.

    Understand?

  • I know that. But is it enough it exist in a layout once per save? Or must it be once per launch? Everytime the player launches the game, must that layer be played once atleast or it doesnt since u have a saved game?