lionz's Forum Posts

  • Animations can be done by switching between frames on a single sprite, you don't need to destroy one sprite and create another to create the illusion of an animation. If you're talking about many sprites to a tile then I guess just animate them in X order across the map?

  • This looks fine to me. If you're going to add more weapons then you just slot the extra weapons into the events easily. It only looks confusing to me because they're called weap1 weap2, if you use the actual weapon names it might be easier to manage.

    Also to control some of the upgrade logic it may be useful to just have levels for the weapons so that if it's level 2 then it has defined stats, you hit upgrade and it becomes level 2. that way you might only have to store the single level variable as a temp, then when you apply it on leaving the UI it applies the level to the weapon which then just applies all the predetermined damage stats.

    I would say you could use arrays instead but I don't think that would save much time since you would be updating array positions instead of instance variables and would be about the same amount of logic.

  • Ya your old logic was basically saying 'if you are touching member of lightballs > destroy all lightballs'. When you update it to the on touched method which kinda reverses the event the logic now says 'on touching member of lightballs > destroy this member of lightballs'. The old logic doesn't single out the specific object being touched.

  • I've done it here in 2 easy events. No need for variables in the end, it relies on the bar width only. Have a look. I've kept your old logic in there but disabled.

    https://dl.dropboxusercontent.com/u/495 ... dited.capx

    You MAY need to relate it to a global variable in future, it's easy to adjust, or you could still rely on the width of the bar if you wish i.e. if width=1 then show character's tired animation, reduce speed etc something like that.

  • I can fix up the logic but it'll be later on today. If someone else fixes it in the meantime that's fine, otherwise I'll take a look.

  • Either one but make sure it's only one. If you plan to have stamina bars for enemies and other characters then using local variable would probably be best, then linking only the player stamina to the UI bar. If it's just the player that has stamina then just use a global variable. If it's still not working as intended with the global variable 'Stamina' then we can take another look.

  • Pretty good guess. Event 27 your idle animation logic is always playing when you right click and overrides the shooting animation. If you disable this you'll see it go into the shoot animation on right click. You'll need to split scenarios so that when you are going to shoot, the idle animation does not apply. At the moment it plays whenever the player is touching the floor and the stutter jump you are seeing is the jump to start with 40ms blend logic or resetting of the idle animation.

    For the bullets passing through, the idea sounds good. Just make sure to enable bullet collision again when not in contact with the player. It will need some fine tuning though I guess.

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  • You could probably find it but why would you need to? You can clear browser cache to clear data. If you locate the actual file it's probably just a load of encryption.

  • The logic is randomly swapping between a global variable called Stamina which is always between 0-300 and a local variable on player called Stamina which keeps reducing constantly into negative amounts every tick and never recovers. The local variable seems broken, I don't see where it relates to the bar? If you set up two text boxes separately to display Global Stamina and Player Stamina every tick you can see what they're doing. Too confusing for me to look through as it just says Stamina everywhere.

  • If you're having trouble then the best way is to post on the Bugs section and possibly attach a .capx so that someone can recreate the crash and assist you.

  • ah spot on thanks.

  • If object > Is on-Screen(inverted) > do the thing

    As for memory usage:

    Off-screen objects are not still rendered. Construct 2 does not issue draw calls for objects that do not appear in the window, and the GPU is also smart enough to know not to render any content that appears outside the window - even when a single image is only partially on-screen.

    The layout size also does not have any direct effect; larger layouts do not use more memory or require more processing, unless you use more objects.

  • Changing the 'is touching' events to 'on touched' will only destroy the touched object rather than mass destroy every flashy thing in view. I had to disable the fading though to see this in action, the fading makes it irrelevant whether an object is destroyed or not, right? Will assume you are going to add future logic like re-enabling the fade-in on undestroyed objects or something, tough to work out exactly how you want your game to work.