Meloo's Forum Posts

  • I tried isolating it and doing in other projects and the problem still occurs. It is really weird, maybe it is a Construct 2 bug but I don't think so.. I sent you the .capx on pm though.

  • youtube.com/watch

    Here is the video with this problem, so I get sure you understand me :D

  • Here is the screenshot of all events connected with movement.

    scr.hu/0w7c/saosa

    Stabbing works okay etc. but weapon still doesn't follow up my character properly, for example when jumping, position of weapon weirdly "delays" as I said by like 1 second and doesn't look natural. I got no idea what to do.. I set the imagepoint precisely for every frame and still it's the same.

  • I tried this, but it's still not that because it only changes angle and I need stick to go forward and then back to original position. With pin it is not possible because when attacking and jumping stick stays down as I said and when I try "set position to another object" position of stick weirdly delays and doesn't stick to the image point actually..

  • I know there are such options but when unpinned and attacking while character jumps the weapon stays down under character's last position.

  • Yes I want it to be separate sprites because there will be multiple weapons probably.

  • Hello, I got a little problem over there.

    I have 2 separate sprites: a character and a long stick that player is supposed to hold in both hands and stab when chosen key is pressed.

    I don't know how to do it though, because I got some problems. First of all I tried to pin weapon to character but when it comes to stabbing, position of weapon doesn't change (it's supposed to go forward and back then, but it's pinned to character and won't go anywhere so this method won't work).

    I also tried to "Set position to another object" every tick and chose image point set to hand but when character starts moving the position of weapon weirdly "delays" and doesn't follow up the image point too precisely..

    Help (maybe examples?) would be really, really appreciated, thanks in advance. :)

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  • Thank you, I will take a closer look at this demo later on, but I think that will do the job.

  • Dammit, wrong topic. You can delete this post, sorry :D

  • Hey, I didn't know where to put this post, so I decided to write it here. I hope no one minds if it's wrong.

    Anyway, I'm wondering how to do Animated HUD bars, (hp, mana) I got no idea what program should I use and just how to do it. Here is an example:

    youtube.com/watch

    I would appreciate any tips, links or anything. Thanks, and sorry if my english is a little bit bad.

  • Whiteclaws

    It is truly wonderful, kind sir!

  • I checked it but I haven't bought the license yet and I can't use families.

  • Hello, currently me and my friend are working on our first project and it is Tower Defense type game.

    We got some core mechanics and graphics but now we got a little problem. I want to spawn different enemies based on the current attack wave.

    For example:

    Wave 1 to 5 only type 1 enemies, but when it goes to wave 6-10 I want there to be 20% chance to spawn type 2 enemy and 80% of spawning type 1 enemy. I just don't know how to implement that type of spawning enemies.. Also couldn't find any topics with that kind of problem.

    Thanks :)

  • Try this: bht.hostingsiteforfree.com/samples/TowerDefenseX.capx

    Thank you blackhornet! It requires some tweaking though (pressing ready during the wave still starts the counting and I got no idea how to repair it but I will be trying!) but there is a one question I got. What is "dt" and how does it work? (You used it in subtracting) I've read it's delta time or something but still can't figure it out.

    Also thanks for other replies guys! You are very helpful and I hope our game will be released soon for you to play :)

  • The link isn't working for me, getting some random letters and numbers. (or there is a way to download/save it but I don't know how, sorry)