sgn15's Forum Posts

  • LittleStain

    thanks. I read about the behaviors in the manual. I'm not sure I understood where to use some of them though.

    this is my layout

    <img src="http://neuropod.net/imagehost/uploads/d2e75339f8240b15aa601b3ee2cb2fe7.png" border="0" />

    RED rectangle - window size

    the char on the leftmost part - player

    green circles - goons/enemies

    blue circles - where I intend to put more goons

    blue rectangles all over the layout - invisible object with solid behavior (for floors//walls)

    What's a good logic to use for the AI of the goons ? like walking around randomly then go near me and attack me when I am near them (near an individual goon)

    <img src="http://neuropod.net/imagehost/uploads/2b036021e89e7d50221c4f04ed269204.png" border="0" />

    when I punch any single goon, all the other goons also show their hurt animation.

    I only want the single goon I hit/attacked to show their hurt animation

    and about the previous question I asked, about pushing enemies when I punch them, I tried using solid behavior on my attack hitbox. is it recommended to use solid on a hitbox?

    last question for now:

    <img src="http://neuropod.net/imagehost/uploads/0b8bf4cdd82ff0ccded63455c3022d36.png" border="0" />

    those are the frames of a swinging rope and the monkey sprite. those are separate. the monkey is supposed to be pinned to the circles at the end of the ropes.

    what should I use to do that? pin? container?

  • ok. But that's not the problem I was asking.

    I have tried PM-ing you, but it says "Access Denied". need more reps

    How do you use the "Set ignoring input"?

    I have tried using:

    1.

    (Player) Is animation "Basic2" playing --> (PlayerBox) Start ignoring input

    (Player) on animation "Basic2" finished --> (PlayerBox) Stop ignoring input

    and also

    2.

    (Player) Is animation "Basic2" playing --> (PlayerBox) Start ignoring input

    (Player)Is animation "Basic2" playing (INVERTED) --> (PlayerBox) Stop ignoring input

    number 1 results:

    If I press any arrow keys while animation of Basic2 is playing, I will be stuck in my position forever.

    If I let the animation Basic2 finish before pressing any arrow key, it will be normally working (I can move afterwards like normal).

    number 2 results:

    If I press any arrow keys while animation of Basic2 is playing, my player will directly play WALK animation.

    Both are not how I wanted it to work.

    I wanted the arrow key inputs to be turned off when animation of Basic2 is playing. and the arrow keys will be turned on again when the animation Basic2 is finished animating.

  • sendspace.com/file/4tmuua

    ok. check the movements group.

    I added 2 new attacks (Basic2 and Basic3) under Attacks group, but these 2 attacks have the same problem as the combos before (getting stuck). Did I do something wrong again?

  • I already have the "Start/Stop ignoring user input" in the combos.

    Those doesn't solve the "need to lock out the pressing of arrow keys when Luffy is doing combo animations." ???

    What is another way of disabling the pressing of any or certain buttons during an animation?

    can you use sgn15 in your reply as well. I want to have notifications as well

  • LittleStain

    help again?

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  • plinkie

    I tried and tried but it doesn't work.

    I tried searching a different keyword in the search bar in the forums and found this

    scirra.com/forum/how-the-heck-do-you-detect-a-double-key-press_topic67365.html

    my file right now

    sendspace.com/file/k8fw8a

    I followed that and I think the run is working?

    Try the 3 hit combo (press x 3 times) then try walk/run then combo again then walk/run again, at some point, the combo won't work anymore and/or you can't do anything (walk/run/jump/combo).

    Can you tell me what is the source of the bugs of my player?

    is it the "start/stop ignoring input" action?

    Oh god I feel so stupid with my problems. I really feel that way.

  • ok thanks. your responses are easily understandable. I'll try them later at home.

    Pardon these questions as I cannot try them at this moment (I'm using a different computer at work).

    Some more questions:

    1) If I want to make other kinds of goons objects (that also has their own animations for stance/walk/attack/hurt) BUT also function the same way as my current pirate goons, I have to use FAMILY right?

    2) Can I use FAMILY instead of pirate in the conditions and actions of events?

    3) What is a container? I tried searching "container" without quotes in the manual but I did not see any. There are other stuffs I thought I could see explanations of from the manual but I really did not saw any.

    4) If I would have a different player at the start of layout 2, does that NEW PLAYER object need to have his OWN PlayerBox as well?

    Thanks in advance.

  • Hi, I'm making a side scroller beat em up game based on the story of "One Piece" anime/manga.

    So far, I have added the player's movements, basic attacks (3 hit combo by pressing X button 3 times consecutively)

    Now, I know some people will tell me to search tutorials or post them here. I would like to tell that I have searched them all (or most of them) already. They're too advanced for me at this point. My brain can't digest those info all at once. I need to start from the basic level.

    Here is my file so far:

    sendspace.com/file/q1u8h0

    Situation of my game:

    These are sample layouts

    youtube.com/watch

    youtube.com/watch

    Basically, you (player) go through all enemies (goons that are easy to defeat) throughout the whole layout, then go to the end to clear the layout, then go to another layout and start another adventure. I HAVE NOT programmed the changing of layouts yet.

    I have goons (pirates that have instance variables called "Life" for their individual lives.

    BUG in my file so far:

    When I use 3 hit combo (press x 3 times) then run/walk then use combo again and run/walk, sometimes I get stuck in a position and I CAN'T do anything (walk/run/jump/attack).

    I want to learn some other things:

    1) HIT BOXES / COLLISION BOXES

    I have already programmed the hitbox for an attack (using spawn another object) and made the attack actually hit the enemy (using on collision with another object).

    My questions are:

    1a) Do I use the same hitbox (just a small square sprite) for all of my player's different attacks?

    1b) If I want to inflict a damage of 30 for punch1 and 50 for punch2. How do I do that?

    1c) Is there a way to resize the HIT BOX if I would use the same hitbox for ALL ATTACKS?

    2) I want to push enemies when I use punch1 and I want to pull enemies towards me when I use punch2. How do I do that?

  • Hi, I have a walk and a run. They are separate animations.

    When I use "Set Max Speed" OR "Set Acceleration" for RUN, it changes the speed of RUN, but after I used RUN, the speed of WALK is also increased forever.

    When I also add a "Set Max Speed" OR "Set Acceleration" for WALK, the RUN's "Set Max Speed" OR "Set Acceleration" never works.

    How do you change speed/acceleration?

  • I have added some logic at the bottom of the event sheet

    https://dl.dropboxusercontent.com/u/49548363/run_updated.capx

    There are some bugs you need to iron out and also you will need to add it into your existing logic as I disabled the movement groups to get it working. From the logic that exists you seem to know what you're doing though so shouldnt be a problem.

    Some key things to notice. The RunCounter variable goes to 2 instantly so I set up a 'Can Double Tap' thing. This allows the user to double tap within 1 second. Check the text object to see how it updates with taps. Also you will notice that Run automatically cuts out when the timer expires, you'll need to set up some logic that detects if the player is running when timer ends so it doesn't instantly set back to Stance. Also the Run animation isn't working properly, which I assume is because it's being overriden by something however you had Run working before so this shouldn't be a problem for you. It is definitely triggering Run though! :)

    Hopefully this has helped. Any more questions, send them on!

    <img src="http://neuropod.net/imagehost/uploads/9699cf99d62cd675acaeed0a814c293d.png" border="0" />

    I disabled my run and movement groups and added those codes.

    Here's what happens:

    I double tap right arrow (and not release the press on the second tap), player uses Run animation's first frame for about 1 second, then goes back to walk.

    so the problems are it never animates the Run and it goes back to walk after a second.

  • when I directly open it after downloading

    <img src="http://neuropod.net/imagehost/uploads/781b4326255f3f47e4681d89a1032b94.png" border="0" />

    when i save it first then open it from the file location

    <img src="http://neuropod.net/imagehost/uploads/e677fe2d3355947b81562a5c49b4d03b.png" border="0" />

  • sendspace.com/file/1rrmpp

    I have edited it further, anyway, do check the "Run" group at the bottommost part of the event sheet.

    I am only working at Run (Right) at the moment. I thought that if and when I make it work, I can just copy it and change the right arrow to left for the Run (Left) group.

    The Walk is under Player ---> Movements

    Please ignore the other events in the events sheet. Those are for enemies and stuff.

  • is the counter variable a local variable or instance variable?

    I'm getting crazy just trying to figure out this run. Can you be more specific on what's wrong with my code?

    I know I made a mistake in the picture (add 2 to counter when the previous event already had a "set counter to 1"). I fixed that and it still doesn't work.

    Please help. thanks.

  • <img src="http://neuropod.net/imagehost/uploads/6ae9e76727fb0273baacbeee0f6bce80.png" border="0" />

    This is a RUN supposed to be done by double tapping right when facing right (or double tapping left when facing left).

    Run is an additional animation. The default animation for platform moving left and right is "Walk" animation.

    The intended button command is:

    double tap right arrow but the second tap will be hold pressing right arrow. when I release the right arrow, it goes back to stance (or what people call IDLE).

    It is not working.

    Right now, when I double press right arrow (and not release the press) the player still uses "Walk" animation.

  • Hi, I used a playerBox that is bound to my player all the time. It has platform behavior.

    I don't want the acceleration and deceleration and I want a uniform or constant speed always.

    For example, the Max speed is 200 and acceleration and deceleration are both 100. The player speeds up and slows down due to the acceleration/deceleration.

    I want the speed to be always 200 from start to finish.

    I set the acceleration and deceleration to both 0 but the player did not move at all from the start.

    How can I do that?