Lemming's Forum Posts

  • That's fantastic! I do believe I'm going to steal that idea

  • Well it sounds simple enough.

    I'll have a bash using your tutorial and tell you how I do, only started using construct yesterday (no other experience) so I guess I'll be a pretty good test.

    Now what to use as my background, hmm...

  • Adding a coordinate read-out would certainly be beneficial... even adding a "set hotspot" and "set imagpoint" by coordinates would be awesome, and equally as useful.

    ~Sol

    Not sure if I read properly but you know it does have coordinate read-out.

    Just only shows how px right, and how many down your cursor is.

  • I think it would be pretty useful if the picture editor not only showed how many pixels down and right your cursor is, but how many up and left it is too.

    This would make aligning the bottom of the image with the bottom of the hitbox easier, when using images of varying heights.

    For example;

    -The Player hitbox is 80px tall,

    -Frame 1 of an attack animation is 80px tall,

    -Frame 2 of the same animation is 75px tall,

    If I were to use the same X,Y coordinates for both images the hitbox would be 5 pixels out in frame 2.

    It's certainly a very minor thing, but it's just something to make things a little easier.

  • It's great when you're writing an answer just to notice deadeye was faster. lol

    Still I have a little thing to add:

    I noticed that you might have tried to use tagged animations on the character. This only works with the object that has platform behavior applied to it. You could still use tagged animations and set the animations of your visible sprite accordingly with an always event. But beware tagged animations are currently a little buggy or so I've heard.

    Ah I see thanks for the heads up, so I'd use them if/when I want varying sized hitboxes

  • deadeye! I was hoping you'd see this.

    Thanks very much for the changes, thanks even more so for explaining it so I could understand, it makes so much sense now, but isn't that always the way.

    Again, thanks.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Someone posted on /v/ on 4chan

  • there's an "On animation finished" event

    look under the animation tab in the events for your sprite. You could unset whatever flags there and set the animation to the idle one.

    I don't know if you know this method works, but I had no luck with it.

    Still either playing the first frame of the attack animation for a split second and returning to standing, or playing the attack animation and not returning to standing at all.

    <img src="http://img26.imageshack.us/img26/4471/gambitstandw.jpg">

  • First let me say how much I hate pretty much hate registering on a forum and asking for help as one of my first posts, anyway, here's my problem.

    I'm making a platformer and have been following Deadeye's fantastic tutorial, now I'm trying to make my character (Gambit) attack.

    I've got 6 frames of animation for him to attack but I just can't figure out how to do it. I simply want for the animation to play once the "Shoot" button is pressed, and then return to usual standing animation.

    All I've managed to do myself has always crippled the standing animation, I need some kind of..."unless" command for the "Walking animation else stand animation". Honestly it hurts my head at times trying to think of all the logic gates.

    Here's a link to my .cap

    http://www.box.net/shared/6bgvq6b2qj

  • Hiya Deadeye,

    I'd just like to say your tutorials (and this program!) are amazing, can't wait for you next tutorial on advanced combat, I'm sure as hell not going to be able to figure out how to attack on my todd.