marche398's Forum Posts

  • Thanks guys for the sources of inspiration, up to this point I have decided to cut the project into smaller parts to make it more manageable and refined. And hopefully one day I will be able combine them into the main project. I have not begun yet as I'm still figuring out the extent of the project.

    I'm not gonna work on it for a couple of months because I think it's best if I practice being more comfortable and more knowledgable with Construct. So you'll probably notice me asking general questions of construct rather than something specific with the project.

    Anyway thanks for the advice and inspiration. I hope I get to become better at using construct and build a game that will bring something new to the current gaming community.

  • The problem is that I'm not really good at arranging events and making sure they work properly. I'm afraid that if go on with this I'll face to many problems and It may seem that the community is making the game for me. It just came to me that the game that I'm thinking in my head is just too complex for me to handle. I could just simplify the game but then it just wouldn't be right.

    Thanks for your comments I truly appreciate it. I'm in real need of guidance so please post your opinions.

  • The past few weeks I have been working on an ambitious game based in the Star Wars universe. In the game you fight through waves of enemies, solve puzzles, exploit the force to your advantage to break walls, attack enemies, and other tasks. As the story progresses you get access to new lightsaber moves and new force powers. Later in the game you unlock your own spaceship and can travel to other planets to complete side missions. You can also upgrade your ship with new parts to fight enemies in space.

    I am extremely early stages of prototyping and I got the basic movements, some lightsaber moves. As this is the first game I'm working I've been asking myself whether this gargantuan task is worth it. I'm a beginner and I can barely make my own events to work the way I want it to work. I have been always asking other people for help and it seems as they are making the game itself.

    So I want to ask you should I stop and go for something simpler and easier to achieve or should I work harder and try to complete this project? As this game is early in development I'm lucky I taught about this earlier.

    I need opinions from more experienced people as I can't decide myself.

  • http://dl.dropbox.com/u/5426011/examples/doubleattack.cap

    req 0.99.9

    or in pseudo code:

    + MouseKeyboard: On key Enter pressed
      + Anakin: Animation "Lightsaber1" is playing
        -> Anakin: Set 'attackAgain' to 1
      + System: Else
      + Anakin: [negated] Anakin: Animation "Lightsaber2" is playing
        -> Anakin: Set animation to "Lightsaber1"
    + Anakin: Animation "Lightsaber2" finished
      -> Anakin: Set animation to "Idle"
    + Anakin: Animation "Lightsaber1" finished
      + Anakin: Value 'attackAgain' Equal to 1
        -> Anakin: Set animation to "Lightsaber2"
        -> Anakin: Set 'attackAgain' to 0
      + System: Else
        -> Anakin: Set animation to "Idle"[/code:2920jt6o]
    
    If that isn't what you were looking for let me know.
    his is exactly what I'm looking for! Thanks!
  • I'm new to this but I'd guess use a private varible

    press 'enter' and private variable = 0 do the action and set the private variable to whatever amount of seconds you want for your time span

    press 'enter' and private variable >0 do the second action.

    just a guess, can't test it at the moment. Maybe someone more experienced will answer

    hat is definitely a good idea and is a much simpler solution for this problem. It probably could work, I would need to test it. But there's one problem, how am I gonna define when I press enter a second time and the time span if I did not press it a second time.

    EDIT: I tested it, still got nothing, I have no idea how to make the animation run when when I press 'Enter' the 2nd time.

  • Hi Guys I'm back and I'm having a new problem.

    In my game to do a basic attack you need to press the control 'Action' which uses the 'Enter' key. In a lot of games of action games, I noticed that pressing the same button can play other animations. For example:

    Player 1 presses enter and Animation 1 is carried out in game. The second this animation ends a timer is executed to check whether the player has pressed the key again. If he did, the game will play Animation 2. If Player 1 did NOT press the enter key within the time frame and pressed it after the timer, the game play Animation 1 again and the loop is repeated.

    This is often used in action games or Star Wars games(Which is what my game is all about).

    How can this be achieved? Someone please help me as I can't believe I'm having trouble just doing basic attack moves

    ____________________________________________________________________________________

    If you can help please post the solution on this thread, upload or link an example. DO NOT REUPLOAD THE .CAP WITH YOUR VERSION as I want to try my best to learn it myself.

    Note: The events can be found in the 'Lightsaber' event sheet and the Animation 2 is the Lightsaber2 animation.

    Thanks a lot for your time.

    EDIT: Problem solved, read reply 4 for solution.

  • The post above and below is outdated and is from a older version of this thread. Ignore it.

  • EDIT: Posting new thread

  • no, it's not possible...but David said something about importing 3d models feature, it may be in the next build.

    9.86?

  • I have a question: Is it possible to create a side-scrolling game using 3D models? That means the game is still 2D but it uses animated 3D models. Will it still be classified as a 2D game or 3D?

  • In the Animation event sheet, your idle animation overrides the Lightsaber almost immediately. I added the condition in bold after else in the else event to get it working, though the animation is too fast in this mock up.

    + Player: is walking

    -> Anakin: Set animation to "Walking"

    -> Anakin: Set animation speed to 20

    + System: Else

    + MouseKeyboard: [negated] Player 1 "Action" is down

    -> Anakin: Set animation to "Idle"

    Depending upon the desired behavior, you may need to make the conditions a bit more complex. I haven't worked with animations much, but I found it puzzling that I couldn't get the 'On animation playing' and 'On animation finished' conditions to work (I set the Lightsaber animation so it wasn't looping.) Not sure what that's about... I'll have to try that again later.

    You may notice that I used [negated] Player 1 "Action" is down above to keep the idle animation from overriding the Lightsaber animation. I replaced the 'Key Enter is down' below (in the Lightsabe events) with an action check as well, as it's a bit more friendly toward changing controls and such that way.

    + Player: is on ground

    + Player: Value 'canslash' Equal to 1

    + Player: [negated] is moving

    + MouseKeyboard: Player 1 "Action" is down

    -> Anakin: Set animation to "Lightsaber"

    hanks a lot! I finally got the animations working properly. The fast animations can easily be fixed by setting the animation speed. Now I just need set the timing of the actions, create the enemies, lifebar, lives, etc. Now I'm getting a feeling that I'm gonna bump into a whole new bunch of new problems...

    Thanks Again!

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  • True 3d?.... no

    h...

  • I was just wondering if this is planned or otherwise considered to be a feature of Construct 2.0. We need to have true 3D if we Construct is to be of competition with other game development tools such as Game Maker 8.

    Do you think 3D would be a good addition or should Construct be the perfect 2D game maker?

    Discuss.

  • The Lightsaber animations are here now, hopefully you can help me solve the problem

  • I have finished the most basic movement in my project. Since I have all the basics done, I decided to start working on the combat. The first thing I wanted to do is to make sure that animations play properly. Heres the problem: When I have all the animations in place I put in the appropriate events but when I run it, the animations don't play properly or otherwise get stuck.

    This is the event:

    Event

    (Player) is on ground

    (Player) Value 'canslash' Equal to 1

    (invert)(Player) is moving

    Key Enter is down

    Action

    (Player): Set animation to "Lightsaber"

    The object (Player) is the character I'm using. The private variable 'canslash' is activated if it is equal to 1 if not the event won't be executed. The animation "Lightsaber" is the animation name I'm using for the animation.

    I tried fiddling around with the frame speed, animation speed, events, etc. But nothing has worked so far. I hope someone can help me solve this problem as I need to get into full development soon.

    Heres the cap:Removed

    (Note: I created this mock-up in a few minutes using exactly the same events as in my game to show the problem, I ripped the sprites and backgrounds from platform school as I had no time to put in original sprites.)

    Thanks.

    EDIT: Uploaded version with Lightsaber animations.

    EDIT2: The problem has been solved.