LittleStain's Forum Posts

  • Also you should place your panel inside the dotted line, for that represents the viewport when game is playing.

    Did you do this?

    Else could you just post a link to your capx. Setting something like this up is very easy.

  • In the first video the status panel moved in the x direction. Was this done with events?

    If so when setting the parallax to 0,0 , you should remove these events.

    Also If you want the status panel to be above everything else it would be a good idea to have it on the top layer. (I got the idea from the video it wasn't).

    Also you should place your panel inside the dotted line, for that represents the viewport when game is playing.

  • What you could do when making animations in inkscape is create a big invisible object surounding everything in the animation and export it to .png with that object selected. In construct the origin will then be at the same point for every frame. After importing everything you can then choose to crop every frame. the origin will remain at the same spot.

    Even better would be not to use the .png's directly from inkscape, but clean them up in photoshop or gimp before putting them in construct. That way you it's easier to align them perfectly.

  • I added a condition for the walking animation and changed your origin in the attack animation. Attack animation is still not perfect, but much better.

    Improved

  • It sounds like you have conflicting events. It would be easier to resolve this if we had the capx.

    What events are you using for moving the character? If it's platform behaviour, maybe you could set it to ignore input or before attacking and restoring input after attacking?

  • If I understand correctly, you are a group of dedicated people with a lot of ideas but no clue on how to make those ideas into a playable game.

    What will your roles be in the designing of the game?

    How much are you prepared to listen to the graphic artist and the programmer as to what is possible and what not?

    So what I'm actually asking is are the people responding to this message going to work FOR you or WITH you?

  • Ofcourse it is possible.

    One of the ways to do this is to have an imagepoint on the axe and spawn an invisible axe-collision sprite when attack animation is playing at that imagepoint and deduct health from your enemy when the axe-collision sprite collides with the enemy.

    Dont forget to destroy the collision sprite on attack animation end.

    There are more ways to do it, but as this one is probably the most easy to understand, I offer this one.

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  • It would seem the boids plugin would achieve exactly what you are trying to do, so I'm interested in why it doesn't suit your needs. Sprites aren't limited to one behaviour and switching between them can help to achieve some great (and sometimes unexpected) results.

    For randomized movement you could also try adjusting my Fly-example.

  • Using scale inner will remove the black sides, but it could also make your layout area too small.

    This tutorial helps when trying to make your game look good on devices with different screensizes.

    Multiple screensizes tutorial

  • Project properties - full screen in browser - choose your favourite setting

  • Would this work?

    give player timer behaviour

    on x pressed - (attack)

                   start timer "attack"

    on x pressed - timer duration > 1 - (perform combo)

  • White I was working on my adventure I was planning to use this plugin: Csv to array plugin

  • No problem!

  • Create houses, create people, make them do things and when one thing happens make sure that some things can't happen anymore and other things must happen.

    seriously, what would you want to be able to do? what should the player do and when?

  • It could just be me, but it isn't very clear what your problem is.

    On card selected add key to dictionary object.

    on start of game if key exists set card one to blablabla.

    Should work right?

    Just make sure to set everything that should be global to global in properties.

    (maybe this was actually what you meant in the first place, haha, if you select an object in the properties window under the uid there's the option to set it to global.)