LI0NHART's Forum Posts

  • The original method i tried i didn't as it was as the animation was playing it was set to the image points so there'd be no need to pin it

  • Still has the same problem, however i've done a work around using a centered sprite and pivot to mimic the sword. still none of the wiser why its does't work my original way. Thanks anyway guys :)

  • What is the difference between using x and y co-odrinates and the vector X and Y for movement of sprites?

  • So setting the collision box position when "sword attack animation is playing" causes the problem?, mmm not sure why. I'll try those 2 options and see if that solves it, thanks guys much appreciated :).

  • Hi all,

    I have a problem thats brought my rpg game development to a hault.

    I have a character that has a sword attack animation and in those frames of the attack is an "image point" thats postioned at the end of the sword in each frame.

    When the user attacks and the attack animation starts to play i have a small sprite box that i use as a collision box for the sword to hit enemies.

    The collision box is created when the sword attack animation starts(once only) at the "Image point" at the end of the sword.

    As the attack moves throught the various frames the Collision box is supposed to set itself to the "Image point", however the collsion box positions does not tally with the "image points" of each frame. So its causing my sword collisons to be way off.

    There is nothing i can see that could cause this.

    I'm working on another way to add collisions to my sword attack in the event i cant solve this.I would like to know if anyone could help on this matter and would be much appreciated.

  • cheers guys much appreciated :)

  • *bump* anyone?

  • Hi all

    I've searched the forums but either the links are dead or not what i want.

    I would like the classic(not rope style) movement but cant figure it out, any help would be appreciated :

  • I understand your point however, if you sort your types of images to seperate sheets. NPCs for 1 sheet, foilage for another ect, then you could use the crop in Construct 2 (holding shift) will crop all image in that animation. Anyhow hope you find your answer :)

  • You could manually make them, I've made a tutorial for this very matter which can be found at https://www.scirra.com/tutorials/615/creating-a-clean-sprite-sheet

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  • yes but not actually selling it or anything.

  • My Zelda RPG im working on.

    Subscribe to Construct videos now

    Here is a link to more information on the features i plan on implementing and also some screenshots info

  • The best site i've found and use is http://www.spriters-resource.com/ however as stated by philx you wont be able to publish and make money from your games used these.

  • Hi, I'm in the progress of doing a zelda rpg with a few new features in it. The full game will take a long time to do, i plan on releasing a demo version with just links home village in the near future. I'm also doing tutorials along the way on how to do various things.

    My Youtube video can be seen here

    Subscribe to Construct videos now

    and also the tutorials list i've done so far. Here is the link to the 1st tutorial tutorial

  • Hi all, although this is a game i will finish, i intend to make my own game using my own art work, so this is a test to see if i can pull of what it takes. This is my first major project which is my version of the awesome Zelda games, i'm using sprites from a zelda game. I will be releasing a demo version of an area called Midori Village, this is Link's home village. The full game will feature the following:

    . Day and night cycles that will open up different quests.

    . Different enemies will walk the map depending on day/night cycle.

    . Mini games for fun which will include animal racing,cards,hide and seek,fishing,hunt for items and foot races(some of these the player can bet to earn more rupees). Some of these will be integrated into quests whilst other will be just for fun.

    . A variety of missions both main and side quest.

    . Several shops to buy and sell items.

    . A variety of weapons and upgrades

    PROGRESS SO FAR...

    Links village's basic layout is finished, which contain the follwing features:

    Collisions are now in place as well as z-ordering.

    An enemies patrol AI is finished but is not onscreen at the moment

    All weapons work and most items

    New inventory look

    Grass can be cut for rupees(can be collected)

    Gaming house were you can play mini games for a fee (1 of 5 games playable)

    UPDATED INFO

    ----------------------------

    Some visual aspects have now been completed (for user friendlyness) (ON GOING)

    Animations of moves now tweeked

    3/5 mini games now playable in gaming house

    Basic damage control from all weapons & swords (NOW COMPLETED)

    Enemy health bars appear as they are hit then disappear after short time (NOW COMPLETED)

    Basic NPC's villagers walk routes (NOW COMPLETED)

    CURRENTLY WORKING ON

    -----------------------------------------

    Implementing enemies, AI and damage control from weapons(ON GOING)

    Weapon effecs fire,ice,trials etc (NOW COMPLETED)

    Visual effects and consequences on enemies depending on weapon used,(set on fire,freeze etc) (NOW COMPLETED)

    Will update video link show new implementations in next few days.

    https://www.dropbox.com/s/ig3mn8s4jce7lhw/zelda.wmv?dl=0