Ottomatic's Forum Posts

  • 6 posts
  • Gonna try that when I get home. I pretty much suspected the cause was that I was essentially strapping lightbulb to a nuclear reactor-- too much power to make it work confortably.

    Also, I've found this, which could potentially save me a good chunk of hassle in that respect, considering I want to make heavy use of cooldown mechanics in general. Thanks a lot! :D

  • Goddammit... u___u.

    Clickable version.

  • Sorry, here's the real one.

    <img src="http://www.freeimagehosting.net/t/w89fu.jpg" border="0" />

  • Hi. I'm doing an ARPG in the style of Zelda (LttP), a 3/4 overhead action-style game. I'm having, however, an awful lot of problems trying to get the controls down.

    This is my problem: As you can see on the screenshot, I've set it up so the player loses the 8-dir control of the character and it instead switches to a bullet behavior, goes in the direction of the mouse for half a second, and then reverts to 8-dir. This is working pretty well as far as I'm concerned. The problem however, comes with the DodgeTimer variable.

    I want the Dodge function to be disabled for a couple seconds, so I've set a variable. When the variable is not 0, an autonomous process should take care to reset it once enough seconds have passed. And the thing is, it works! At the first time. Then I'm able to click without the function being disabled for some time (the text box I set to monitor the variable shows a '3' briefly, but quickly reverts back to 0), and then it works again. And then it will do the same thing again.

    So what's the problem here? The processes are correct as far as I can tell, and it works flawlessly except for 4 times out of 5, when the counter just resets to 0 without waiting for the seconds.

    I'd be really thankful if anyone pointed out the problem for me.

    Here's the screenshot.

    <img src="http://www.freeimagehosting/w89fu" border="0" />

  • Right, so what you are saying is that I should include a "paused" state and an "unpaused" one in every object it would be relevant to do so, and just assign the "pause" key to switch the variable. That is actually pretty smart, but I'll look into grouping in hopes I can find a more practical solution. The "Move at angle" thingy is a lifesaver though, just what I was looking for.

    Thanks a lot! :D

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  • Hi! I've tried finding help about this specific issue, but I've found nothing on it so I was wondering if you guys could help me.

    I am currently making a platformer that will use two types of menu, RPG-style. So long I've been able to set the time scale to 0 and make the menu layer visible when 'Esc' is pressed. However, this also makes it unable to play animations, which I want to use on the various buttons and such.

    So my first question here would be if there is a way to pause individual layers, or to control the time scale of each one independently. This is not only because I want to make the buttons animate when hovered over with the mouse, but also for the various elements of the pause menu itself, which brings me to my next question:

    The pause screen is divided into diferent panels, which are "dragged" from the borders of the screen. I would like the game to spawn them from outside the screen and then drag them into view, but so far I have only seen one "move" option, and the only direction available is "forward", while I would like it to move them sideways to the right, left, up or down without changing the angle. Is there a way to do this?

  • 6 posts