spacedoubt's Forum Posts

  • First off, welcome to the wonderful world of C2!

    You could put a boolean instance variable on the player to keep up with which way it's going. call it "isleft" (or whatever you like).

    on touch >>>

    (subevent)-If player isleft = "true" >>> set isleft false AND start moving player right

    ----------------Else >>> set isleft true and start moving player left.

    EDIT: oh, actually that won't work with the way you're doing the movement...

    let me rewrite:

    on touch >>>

    (subevent)-If player isleft = "true" >>> set isleft false

    ----------------Else >>> set isleft true

    (new event)

    if player isleft=true >>> move left

    else >>> move right.

  • make an invisible sprite. put scrollto on it. give it a movement behaviour and have it move through the level.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I remember seeing this once (on the [How do I] FAQ thread, btw).. I think I even tried it.. If it doesn't help, let us know and I'll try harder

  • Dear LaDestitute I'm a big fan of your approach to video game creation! Link to the past is a brilliant choice and I love seeing you get on here, ask a question, figure it out, and then share the answer with everyone. Keep it up!

  • I just came across this, and it almost sounds like I'm making the same game as you.. haha!

    Mine doesn't have any naked people, though... yet.

    That procedural animation is impressive! I am interested to see where this thing goes.

    Anyway, great work! I'm running into a lot of the same problems as you (new layouts at runtime, nested dictionary maps, etc..), so this thread is super helpful!

  • I'm guessing it only plays "attackAir"?

    once you push the attack button, it begins playing "attackAir" and doesn't stop.

    all the other events are set not to trigger if "attackAir" is playing.. and it is.. so they don't trigger.

  • Yes! I believe that's it.

  • well.. if you can find ten percent.. and you want ten percent below.. Subtract!

    Player.WeaponMinDmg - (Player.WeaponMinDmg/100*10)

    EDIT: you could also multiply by .9 for the minus and 1.1 for the plus. I guess that's a bit more direct.

  • % is modulo. (remainder after division)

    to get percentage you divide by 100.

    so to get ten percent of player.weaponmindmg, you would do player.weaponmindmg/100*10

    so put that in place of where you have "10%"

  • Instead of having it set the angle and move forward, could you just have it move at the angle (monster.x,monster.y,player.x,player.y)?

  • Clear all the obstacles, then reload the ones you want?

    You could have it trigger any time an obstacle's 'solid' gets disabled. Just clear all the obstacles and reload all the solid ones.

  • I'm not the guy to ask about 3rd party plugins.. If something seems even vaguely possible without them, I won't use them. Yeah.. I'm one of those guys ... You'd be surprised how unnecessary most of them really are.

    There probably is though.. but I don't know.

    Best I can figure, whichever one is dragging, shouldn't be pinned. and whichever one isn't dragging, should be. so if you can find a way to switch between the two, it should work.

  • could you just have the animation wait till the enemy hits the ground? isn't the platform gravity still affecting the enemy?

    maybe use a boolean on the enemy 'AirDeath'.. it could stay false until

    player jumps on enemy head AND enemy platform is NOT on ground -- set 'AirDeath' true

    if AirDeath=True

    set enemy.y to enemy.y + 6 (or whatever)

    then when they land, have it set airdeath back false and run the death animation..

    I'm tired, and I feel like there's probably a better solution.. but maybe that helps..

    if not, got a capx we could look at?

  • if you're trying to drag the pinned object, it will have trouble dragging, because it is also trying to stay pinned to the other object. if the objects are overlapping, you can just turn the drag/drop off on the pinned object. if they are not overlapping, you could maybe have the drag/drop and pin switch enabled/disabled depending on which sprite is dragged.. although, there's probably a better way than that, that isn't coming to me right now.

  • The reason everyone is having such a hard time answering you is not the difficulty of what you're trying to do. It's the difficulty of explaining it to someone who is thinking about this the way that you are. Your approach is so far off, we're not sure where to start. It's also kind of hard to know exactly what it is you're trying to do, based on your approach.

    You keep using the word timer. Are you using the timer behaviour? or are you referring to the wait x seconds command? You keep saying you don't want to have to rely on the timer to switch animations. You don't. But then why do you keep programming it that way? Is the problem that you just need to set your animation speed to not play? could you use "on animation finished" to trigger the next animation? I'm trying to help, honest. I just think you're not going to get much farther if you don't get a better understanding of how C2 works..

    Have you done many of the tutorials? I really feel if you had, you would have approached this much differently than you have.

    I mean no offense, and I hope you don't take it as such. I'm trying to help

    EDIT: also, if you'll upload a capx (the forums will tell you how to do this). I guarantee someone will get it working like you want.