sgn15's Forum Posts

  • ok thanks. that sounds simple enough.

    what specific condition or action should I use for starting/making a timer?

  • How do you program a condition for a button like

    press down then press right then press z (they should be in order, but not all pressed at the same time?

    and they should be pressed in order within a time of 2 seconds or it won't be considered by C2

    This is like a button for a super attack.

  • thanks for the help. I used ctrl+F "Path" in the manual to find "Pathfinding" but I can't find it.

    I found distance though. that's useful. thanks.

    Can anyone help me on hitboxes?

    edit:

    why does C2 asking me for a string parameter on the y1 (and possibly y2) parameter?

    This is what I put in the "For" loop

    distance (Luffy.X, Luffy.Y, PirateSwordstand.X, PirateSwordstand.Y)

  • Ok. I changed "pressed" to "key is down" for both right and left. Still doesn't work.

    I think I have to change the conditions from detecting if the animation is "Walk" to detecting the double tapping of right or left because the moment after I release my fingers off the first tap, the character isn't in "Walk" animation anymore, that's just my theory why it doesn't work.

    How do I detect a quick double tap?

  • any help? the run still doesn't work

  • This tutorial is too advanced for me at this point

    scirra.com/tutorials/468/part3-basic-fighting-game-tutorial-video-series

    Can anyone explain to me the steps to it?

    I made a new "AttackCLSN" object

    I made a new image point called "Attack" in "Combo1" frame 2

    I made a new action "spawn AttackCLSN object at image point 1 on layer 0" when Combo1 is at frame 2.

    Problem:

    • when I am inputting the image point, C2 does not accept it when I input "Attack", so I typed 1 instead. It stated there I can input the name or number, so I have no idea why it doesn't accept "Attack"?

    then, since my AttackCLSN is just a small square, how can I resize it to fit the size of the attack (like size of whole punching arm for example) since the player in the layout view shows the Idle pose animation.

    -----------AI-------------

    I have a type of enemy with Idle, walk, punch, hurt

    What's a good logic to use for its AI?

    and how do I compare the distance between 2 different objects?

    Please help. Thanks.

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  • I think I understood/followed your instructions, but the Run doesn't work still.

    <img src="http://neuropod.net/imagehost/uploads/22d86d47340b651f0ca9f102b15648b5.png" border="0" />

  • Yeah, sorry for the mistakes regarding buttons and mirrored checking. I fixed them.

    <img src="http://neuropod.net/imagehost/uploads/c9a23adabfdacce9389deb973628eed4.png" border="0" />

    But the actions inside both left and right were really intended to be the same since I thought they should do the same thing (run). So what's the correct logic for this situation?

  • After tinkering with the combo, I made it to work.

    I want to make a run (separate from Walk) by double tapping right or left arrow, I am applying the same logic from combo. But it doesn't work.

    <img src="http://neuropod.net/imagehost/uploads/a9c598d304f376d961d7a0748aa4ec47.png" border="0" />

    Any tips?

  • ok.

    about the animation, no. No other event changes the animation. That's the first 3 attacks I have programmed to the char. I have only movement events aside from those combo attacks.

  • <img src="http://neuropod.net/imagehost/uploads/63b34865ab92c9a1e299332aa9cfd580.png" border="0" />

    I'm new to C2 programming. I have been spending hours on this. After I use the 3 hit combo, I can't use even the first attack of the combo again.

    I tried implementing the post of Rory here

    scirra.com/forum/how-do-i-press-double-a-to-double-punch_topic55443_post347045.html

    I don't know what conditions to implement the "wait 1 second" part, but earlier I tried this (instead of the place of "Set Combo to 0" in the screenshot

    Condition:

    system--> time >= 1 sec

    Action:

    Set Combo to 0

    It doesn't work.

    btw, "Combo" is an instance variable of Luffy.

    Luffy is the name of the character.

    My other problem is how to make the character stop moving even if I press the left or right arrows. The "Set Vector X to 0" there in the pic doesn't solve it.

  • Jump fall and Run are not animating.

    <img src="http://neuropod.net/imagehost/uploads/cfb9a1884028bc06c9deb770742ab082.png" border="0" />

    I also tried "Platform is moving" for run

  • ok thanks. I will try coding a punch later. I just made 2 layouts now. There is a minor issue in the 2nd layout.

    My layers are in this order:

    Main screen

    Background and floor (1 single sprite) with transparent at the top (png file)

    Sky background

    the background layer over the sky is not showing the sky. C2 doesn't recognize the transparency of the png?

    Right now, I just pasted the BG sprite over the sky sprite in the same level (Background) and deleted the sky layer to make it work.

  • Thanks for the replies.

    I am preparing first the platform (BG and floor) before I start programming any attacks.

    I can try coding a projectile for the learning aspect, but my char just punches and kicks.

    I want to learn how to do 3 kinds of hurt:

    • items (you hit a box and the box shows a breaking animation before disappearing)
    • goons enemies (you hit them, they show hurt animation, then they go back to idle and can attack if they are still alive, OR disappear if they are dead)
    • bosses (basically like a player complete with animations for idle, walk, jump, attacks, probably add even stand hurt, air hurt, lie down, get up, etc.) this one's the enemy you can uppercut and he will go up in the air before falling (lie down, get up)

    so since I know how hitboxes work, I have a few questions regarding how it is implmented in C2:

    • should both attacker and the item/enemy being hit be programmed to detect the collision?
    • in the point of view of the player (attacker), in the tutorial, there was a playerBox that does most of the functions of the player, so will the playerBox be the one detecting both the attacking and being attacked aspects of the player?
    • should I use "object in contact with another object" event for hitbox collision? not sure how exactly to implement it but that's the first event that came to my mind for this
  • hmmm. thanks. Seems like a more advanced tutorial than the beginner one. Actually, it definitely is more advanced.

    Can I start editing his .capx file? Is it allowed?

    I want to make a platform side scroller beat em up game, not a 1 vs 1 fighting game.

    I think he did not cover how to make the enemy get hurt from the player's attacks. I would also like to learn how to make enemy go up in air (like if I use an uppercut) before falling down to ground.

    Thanks again.