grimwolf's Forum Posts

  • To have it repeat every 2 seconds indefinitely, the best way would be to remove that Wait command, create a variable to track it's position in the process, and run the event every 2 seconds using the "Every X seconds" event. Then just use the current state of the variable to decide which position the sprite should be move to each time it runs.

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  • Assuming you are actually using an instance variable, you need to choose the proper object instance to interact with.

    You can use something like the Pick Instance event, or if you use something like "Is Overlapping Object" or "On Collision with Object" then it will choose the proper instance automatically.

    scirra.com/manual/71/instances

  • You could use two separate variables. One for the score itself, and one that increases equally with the score and works as a counter.

    Actually follow the counter for the sake of the power up, and when the power up is spawned reset the counter variable to 0.

  • Add all the pinned items to a container with the player sprite. Not only will the items be spawned with the player automatically, but they'll be destroyed along with it.

    https://www.scirra.com/manual/150/containers

  • No, that's one event, not two. I'm just using a formula inside it.

    Basically I have two versions of each animation, one facing left and one facing right because the character's appearance is asymmetrical and cannot use Mirror without looking stupid.

    I have an instance variable storing the current direction the player is facing.

    When I need to read or play an animation, rather than having two separate events for each animation I just use that formula to choose the base name of the animation then append it with the current direction.

    So with a single event it will automatically choose the proper animation based on the player's current direction.

  • I haven't found any pattern in it, but occasionally Or refuses to work. It does it with perfect consistency in those specific events that show the issue, but I can't find any pattern in what makes it happen at all.

    On other occasions I've just worked around it, but right now that isn't a reasonable option. I need to use the Or event, unless I want to use some stupidly convoluted method to work around something that shouldn't even be happening.

    Here's a picture of the event

    <img src="http://img7.imageshack.us/img7/7854/errorbzr.png" border="0" />

    It's supposed to make it so that the player can hang from an edge if EITHER the player controls are not locked OR the player is running up a wall (which locks controls).

    What actually happens is that the player can ONLY hang from an edge if they ran up the wall to it. No matter what I change that first value to in order to be certain it absolutely should trigger, it just doesn't as long as I have "Or is running up the wall".

    If I remove that "Or is running up the wall" part then it works perfectly as it should, except the player cannot grab on after running up to it.

    Does anyone know of a way to work around this?

  • Just as you said, by using Stop. You've made a mistake somewhere in the event sheet and either you're not stopping the right sound or it's just playing itself again after. No way to know for sure without more information.

  • I'm working on a game with an elaborate animation system.

    The character is asymmetrical so I have to use separate animations for left or right rather than using mirroring, and I also have it set up so that when you press a particular attack key, the resulting attack animation is different depending on your current animation.

    To easily manage this I figured I could use a 3D Array. X lists each possible animation, Y lists the normal or attacking variant parallel to each other, and the Z determines whether it is the left or right version of the animation.

    I've never actually used an array before though, and the process is very complex.

    I've already stored all the animations in the array, but I need to know how I can set it up so that an event will read the X of an array when the key is pressed, and once it finds the one that's currently playing it'll activate the animation directly beneath it on the Y axis.

    It would also decide which Z axis to search through based on the direction the player is facing (which I've stored as a variable).

    Say the player is facing right and playing the animation stored on (X2,Y0,Z1), it would search through Z1 until it finds X2, then play the animation stored on (X2,Y1,Z1).

  • Wait, then how do you reliably close the game if you play it in fullscreen desktop?

  • Awesome, thanks. Seems the same can be done for gamepads as well, so this is exactly what I needed.

  • Is there any way to allow the user to customize the controls in a game? Basically allowing them to go through a menu and do things like change jump from Up to Space, or Attack from R to F.

    Changing any action to whatever key they want.

  • It's definitely the page itself and not the file that Bitdefender is having an issue with. I downloaded it anyway and the file is clean. I don't know if there's a real issue here or just some aberration like you've said. I couldn't find a log of any kind to get details on the issue.

  • It wouldn't show that for no reason, I'm concerned the file or page has been corrupted with malware.

  • When I try to download Spriter off your site, Bitdefender blocks the download page claiming it's unsafe;

    brashmonkeygames.com/spriter/Spriter_free.zip

    I'd really like to buy a pre-order, but I need to actually try it out first and I can't <img src="smileys/smiley11.gif" border="0" align="middle" />

  • YES! That worked perfectly, thank you. Now I just need to find the necessary function for an Exit button.

    -Edit-

    Ah, Browser has a Close function as well. Easy stuff.