joeyapplepi's Forum Posts

  • So basically, here's the deal: I have an object with a platform movement behavior that holds the place of what would ordinarily be the character. The character is always set to the hotspot of the object, so it looks like he is the one with the platform behavior. This prevents the character's hat and legs from getting caught on the side of backdrops.

    My problem is that when I'm trying to set the character object's animation to "Running," the way I have the event set up:

    'Placeholder' is walking: Set 'Character' animation to "Running"[/code:23g5e76m]
    
    means that the character's animation is constantly reset to the first frame of Running, eliminating the showing of the other 2 frames in the animation. How do I fix this? I've tried 'Trigger once while true' and it didn't work. Kindly help. XD
  • Thanks guys. I appreciate the help!

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  • Hi guys! It's joeyapplepi, back from a long hiatus from game making. I'm trying my hand at a different game now, an RPG, but I can't seem to figure out how to do something.

    Basically, my aim is to have the level of the enemy you're fighting appear in the text that scrolls during the battle. For instance:

    "You encounter a level [insert enemy level here] foe!"

    The problem is, every time I try to put the value in between the quotes, it simply reads it as part of the dialog. Is there any way to separate the dialog from the variable being picked out of the enemy object?

  • I think I'd prefer the camera to be stable rather than following the main character religiously.

    Thank you for the feedback! I wonder, however, whether or not you have any suggestions as to how to steady the camera? I'm baffled.

  • > And don't even get me started on how many takes it took to do this video--I kept dying IN MY OWN GAME. D:

    >

    It looks hard, all is okay.

    Do you have to continously hop, or do you just do that?

    Yeah, you have to continuously hop, for two reasons: one, it makes the game harder (and I want this game to be hard), and two, Darryl has no legs, so he needed to look like he was moving somehow.

  • Wow, the animation is absolutely fantastic! This is something I will definitely have to check out. Why don't people make more games like this?

  • It's your birthday and you didn't say anything in chat earlier? Aww, happy birthday then!

    Thank you! ^_^

  • Aww, thank you so much! That actually just made my day!

  • Okay, so I've got the whole game engine for my game pretty much set up, and I want to create a blank layout so I can start from scratch, but still have the events from the game engine apply. I already looked for something to copy an event sheet, and couldn't find one. Then I tried the "include 'Game Engine' event sheet" option in the blank layout's event sheet, and when I tested to see if the character moved the same way based on the custom stuff I had in the game engine, he didn't. What am I missing here? :O

  • I too tried experimenting with what deadeye said, but I too have no idea what "overlapping at offset" means. Now I'm curious, 'cuz that could come in handy in the future.

  • Oops, that's something I obviously overlooked. My bad; I'm pretty new to Construct so it was jumping the gun a bit to try and help someone. Sorry lol, I'll see if I can find another way around it.

  • Purdy cool! I like the ability to choose between hero and monster, and the lighting effect you used, while basic, sets a good atmosphere. Graphics are nice, totally reminiscent of classic RPGs. Hopefully what I said in Tech Support will help you fix the constant grid movement bug. [EDIT: It didn't. Fail. DX] Keep going, this is looking good!

  • 'Tis indeed possible, although it's semi-kludging. You should first set the movement to Manual instead of Player controlled. Then, make an event like

    Upon key UP ARROW pressed: move "Sprite" -2 vertically[/code:1atjayrp]
    
    ...And just do that for all the directions. When you hold the button down, you will still only move 1 space.  Remember to make it "upon key pressed" and not "key is down," otherwise you'll have the same problem you do now.
  • For a game that uses few events and took a minimum of time to make, this is pretty good. However, to call it a game in its own right is kind of a stretch; it's little more than a shadowcasting example. The way you're talking, I assume this isn't quite finished, so hopefully you'll include a little more content in the final version (if there even is one). Anyway, thanks for sharing! ^_^

  • <img src="http://img687.imageshack.us/img687/2075/awesomeeee.jpg">

    The Applemeister himself.