Landermere's Forum Posts

  • I would venture to say that your second event is the issue.

    I'm not sure what the resolve would be as I currently don't have the time to look through this more but I would definitely play around with it a little.

    Sorry I cannot be more help to you

  • Oh yey good job

    Even bigger win for optimising your system

    Good luck with your game!

  • Your welcome

    Good luck with your game!

    Chris

  • Thanks for your reply!

    I had no idea base64 existed :O I will have a look at that

    Thanks <3

  • I would go along with something like this;

    When the player is on collision with (oject) | disable movement controls (set platform = disabled etc.)

  • Sweet

  • Quick Bump

  • Does this happen if you delete your car and create a new one?

    If so then it will be something in your program that is preventing it from going above 560KM/H

    If the cap for the new car is able to go above 560KM/H then it is an issue with the event.

    Hope that helps.

    Chris

  • Open up your file explorer (windows key + E) and follow the directory in the screenshot.

    Have a look around the caproj assets for the sprites.

  • check if the original spritefont.png's name was changed into something else.

    Failing that, I would recommend adding a file called "SpriteFont.png" and see if that resolves the issue of a missing file

  • I'm going to make the shorthand for "player is pressing" to the term "Input"

    When keydown = Up | play "left" animation

    and keydown = left |

    you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements

    for example

    when keydown = up | play animation up

    and keydown is not = to left |

    you can achieve the "not equal to" by right clicking the event and selecting "invert"

    Hopefully that helps

  • Kincaid

    OH! my bad....I guess I missed out the part where the swing animation is not facing the correct way lmao. Oops.

    So for the animation of the swing, I would link it with your movement inputs from the player so

    when player pressed "W" play "swing_north" animation.

  • I'm suggesting that you do not spawn the animation, merely make it visible when you swing your sword

    When you change the angle of motion of the player (original angle is 0 which will be east) the whole sprite changes angle so to will the imagepoint

  • You could just pin it to the movement

    You can have 1 origin point on the right hand side of the movement sprite.

    When the movement sprite turns towards an angle, that image will also move to that side.

    if you pin the swing sprite to the player on start of layout and make it invisible, when you turn the player movement it should also turn so just set it to visible

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  • I'm having a look now but without knowing what's in the json, I'm unsure as to what your intended outcomes are