iGlitch's Forum Posts

  • 6 posts
  • I actually solved it a different way like 10 min ago (site was down for me so couldn't post) XD Here's what I did:

    • When player fires set shooting to 3 (3 second time out)

    -Whenever Left Mouse Button is not pressed

    - Then while shooting > 0

    - Every 1 second take 1 off shooting

    And there we go

    PS: The fix was sooooooo dumb I literally commented on the logic: Fix was so stupid I feel dumb XD XD XD

  • No I mean like I want him to switch to running animation without the buster up if he doesn't shoot for a certain given time.

  • That did it man!

  • That did it man!

  • It worked except now when I'm running the shot is not spawning at the correct Image point even though I'm certain I'm giving it the correct one. Instead it's spawning at the origin which is at my feet D:

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  • So I decided as a little test project I'd make a Megaman Boss battle (don't judge me XD). Everything is going great and I finally got my animation state logic down (I thought it would be easy but it was NOT lol) but my shooting mechanic is having a slight bug. See my shooting mechanic is that on left mouse click he shoots and sets a variable called shooting to 1 so the animation states will set the proper shooting animation(standing, running, jumping) it all works GREAT except that I have a condition that when he releases the mouse button it waits 2 seconds then sets shooting to 0 so it will switch to the normal (non shooting) animations. Thing is after shooting for a little while once I release the left mouse button he stops waiting 2 full seconds to switch the variable and just switches it to 0 immediately after release. I've tried EVERYTHING I can think of but none of it is working D: I'd love some help on this if at all possible.

    turns out I can't share link for capx sorry D:

  • 6 posts