PhoenixNightly's Forum Posts

  • **EDIT** Doing some testing.

  • If they are the same shape and size if their positions are they same then they would be exactly over top of each other. That is as long as their origin is located in the same place. So if their X and Y are equal then they are overtop of each other.

  • The area that he can pass through remove the solid and set it as a jump thru and when they press a key it can trigger the fall through. Like this.

    https://dl.dropboxusercontent.com/u/128 ... index.html

    Achieved simply by this

    if you want it to be automatically just remove the keypress and when he collides with the trigger he will fall through. Jumpthru objects are solids but also have the feature of being able to go up under them and falling through them. Just set a trigger at where you want him to be able to fall through.

  • Also I looked again for setting the idle animation you have it that when a or d is down to set the animation to Idle when the event should be inverted to say when A and D is not down. You invert by right clicking the event and you will see INVERT.

  • Aphrodite

    Absolutely correct

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  • Nice alextro

  • This is minor point out but you should set the animation once. The way it is now it might give a stutter effect being that everytime for example the 'A button is down' event is trigger is sets the animation back to the beginning instead of letting it finish its full animation cycle. So instead it should be a event for when the a button is first pressed to set the animation for that button OR you can test to make sure it isn't already playing that animation.

    Update **

    just add another condition that checks the Boolean variable.

    So it should be

    A is down AND is holding_Glock then do this

    or make a event that is just 'is holding_Glock' then make all the glock controls a sub-event of it. Which is cleaner.

  • Thx LittleStain

    Raise the comparison up half the width of the sprite should work.

  • You would have to test the distance of both the points to do that. Using a local or global variable to compare on every tick. Something like this to test out. You might have to play with the distance. cause it depends on where the origin point is set for this it was to 64x64 sprites with the origin set in the middle.

  • Well we have to see what you done to try to get him to move. Kenney had some top down sports things I don't know if you have to donate to have access to it but I know I saw it in the pack when I donated.

    http://www.kenney.nl/

  • I like C2 and I hope that it becomes better than what is already is. I haven't used it as much as other people in the thread as far as publishing.

    But the comment on not needing to program and people isn't 'coding' correctly is true to some level. Regardless of people not having to code (As advertised) C2 structure is still on some level of coding just like Scratch is used when teaching students at Harvard in computer science the basics and logic because it is an easy stepping stone. I think when they refer to 'not coding' they are referring to the more traditional way that is offer with GameMaker studio. which is one thing that I like is to have the option inside the kit to actually script if I want to or if I want to click blocks together. A lot of the users have this mindset that since they don't have to code that they can make these logical errors and the software should fix it for them when that is not the case. So some issues are C2 fault and some are greatly user error because of this misconception.

    Like a while ago I had pointed a person eventsheet that was full of redundancy. A person responded after me and said it wasn't a problem but was ignorant to the fact that if they do redundant activities in that part they will do it else where in the program which would cause it to use more processing work then actually needed that could then lead to slow down as their project got bigger. Which I also stated that such logical behavior shouldn't be encourage and that is the key difference between knowing how to code and not. A Coder would know better. So maybe not having to code is its plus but there is a requirement to understand logical programming. Maybe they should just drop the 'Needing to Code' aspect of the advertising because it is still some level of coding it is just in a way that is easier to understand by a non-coder. But this in no way say some of the issues isn't on C2 functionality but alot of it is greatly on the user.

    Now my grip with the NW export for desktop is that there is no option to change the icon and you have to find a hack to actually change the icon to something of your own. But i was disappointed because it wasn't clear how the exporters worked and it wasn't how I expected but again I don't use it extensively as some for publishing.

    Also the Manual could be clearly up a little more. A few areas are quite vague. It took me a moment to figure out how the function features worked and once I figured it out I was like why they didn't just say that.

    Also it would be nice to have a Live2D integration in the future.

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  • For the affix why not store that in an instance variable versus an array??

    Actually...a lot of it you can store in an instance variable.

    Then with the tooltip it look at what object its over and look at the object instance variable to display the information.

    But if I can work up something later will show you

  • Well even though I can't see it your making it a bit complex when it could be simpler using just x and y you can hold you items like

    X0. X1. X2.

    Item name. Min_Damage. Max_Damage

    So Y0 which is technically row 0 will hold each piece of one item information across the x which is columns.

    Next if you are expanding and popping items as they come and go there is already a function that gives you the array size. Without having to do the first function. Then there is an event that will loop through each array for you already. So for what your trying to do it would loop through the y to compare. But that is all I can tell you with out having anything to see. You honestly don't need to use z index IMHO. Just note where everything is when you call them so if you just need to know min damage you know it would be in the x1 position. Basically every single thing about that item should be held in one row.

  • This is very true.