SMDgamer27's Forum Posts

  • Not exactly a finished project, but it is a fully playable early build! I've seen a couple of other SAO fangames online, they were all Final Fantasy styled RPG's. Since the anime is action packed, an action sidescroller is a much more suited genre for a Sword Art Online game. Enjoy and tell me what you think

    scirra.com/arcade/addicting-action-games/14731/sword-art-online-fangame-demo-1

  • You should check the tutorial for the platformer, it has something similar to what you are doing, when player hits enemy, player bounces to the opposite direction, now you can change your direction based on your events to whenever you want, the tutorial is simple and very helpful.

    Oh cool! I never needed to use that thing where the player hits the enemy from above, so I never read that part of the tutorial. It really was helpful, thanks for directing me ^_^ I also made the enemies flash and lose their colissions while they do, so if you get lucky you can make the enemies fall of the screen. It looks so cool!

  • Sounds simple, but I just can't figure it out.

    My character is a guy with a sword. I have all the hit detection stuff worked out already. The thing is, it's immpossible to play if I don't do this. Every time my sword guy attacks the enemy, I want it to fly a couple of pixels away before walking again. How could I make that happen? Thank you for your time

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  • You set a variable when it gets pressed, and then in the following action, set a "wait" for 3 seconds before resetting the variable.

    When the spacebar is pressed, if that variable is not set the event runs, if it is, nothing happens.

    Awh, I was really hoping for a less messier way, I'm already getting lost in my event sheet even though I haven't even finished programing my main character

  • Once the player, for example, presses space bar, I want him to not be able to press it again for 3 seconds. How do I do that?

  • I really don't. I guess try something like 200x200, mabie a bit bigger or smaller. Whatever is convenient to work with for you I guess.

  • Other than splitting the backdrop into smaller pieces and then adding that as individual sprites is the best I can think of..

  • milk already gave you the solution.

    You need to setup an ImagePoint on the running sprite where you want the splash to be positioned. Also remember to check the origin point of the slashing sprite, these points will overlap when you create the sprite.

    Post a capx if you're still having trouble

    That's so weird, I must be doing something wrong.. I hope no one minds walking me by my hand on this...

    1. I make an image point, called Sword, and then place it on the belt buckle of all the "running" sprite frames

    2. I set the "Slashing" sprite's origin on the belt buckle as well. Then I give the sprite a "Pin" behaviour.

    3. I set that the "Slashing" sprite would spawn at the image point "Sword" whenever the player is running and attacking at the same time. (I also make the 'slashing" sprite pin to the "running" sprite.

    4. I play test it. In theory it should work, but nope, the "slashing" sprite spawns on the "running" sprite legs.

  • Yes, that's exactly what I did before posting this. I thought it would work, but it doesn't for some reason, it just spawns on the legs :c

  • Hey!

    On the left you can see a frame of my character running, and a frame of my character slashing his sword (note how he doesn't have legs). What I want to do is that when the player presses the J button while running, the legless sword slashing sprite would spawn on top of the running one. I pretty much got it all worked out, except for making the sprite spawn where I want it to. I tested my game, and it spawns right on top of the character's legs:

    .

    Anyone kind enough to explain how to make the sprite spawn so it would all look like this?:

  • You need two animations. The normal swing and the combo swing.

    Then, if the player hits K and the sword animation is finished you set a boolean, called somthing like "combo", to true and call a timer event. This timer event represents the time the player has to hit K again to perform a combo attack. If the timer reaches 0 reset the "combo" boolean to 0 (he failed).

    If the user hits K and the "combo" boolean is true, then change the animation and do the combo attack.

    Sorry, I've never used any time triggered events and got a little lost. How do I set the timer event?

  • The project I'm working on is a sidescroller. You basically have to slash through enemies with your sword.

    I asigned the key for swinging the sword to K. What I want is for the animation to change the secind time I press K. Example:

    The player presses the K key and the character sprite swings his sword. Imediatly after the sword swing is done, the player hits the K key again, and this time the character sprite does a whole new animation of swinging this sword.

    Been trying to do this myself, but I just can't seem to make it work. Help

  • It looks like you've chosen 'letterbox integer scale' fullscreen mode, and that it is working correctly.

    Well, is there any way to make the game play without the huge black borders?

  • Before the new update, every time I started a new project with the default settings, the game always would be in full screen mode.

    But now, there's a bunch of screen resolutions to choose from when starting a new project. The thing is, no matter which one I choose, by game always has huge black borders and the game screen itself looks very tiny, surounded by darkness. I haven't tried all of the resolutions, there's just so many. Which one do select to have my game play in fullscreen? And better yet, can I change the resolution of my game when I already started working on it? Because I really don't want to have to start a new projet and copy over all the sprites/events/animations I made. Thanks in advance!

  • Hello.

    I've imported a tilemap onto my game to use. The tilemap contains walls, floors and doors. The question is - how do I make only the walls immpassible? Because right now my character can walk through the walls of the map. Thanks!