Steven's Forum Posts

  • Ok, two problems.

    First is you are checking the angle of the maskplayer in events 2 and 3. It doesn't have angles.

    Solutions - You could check the angle of the sprite 'Sprite', or you could check the maskplayer private variable 'dir', I would recomend the latter.

    Second is you are subtracting the detector width in event 4 when you need to be adding it. maskplayer:set x to edge.x "+" edge.width

  • Create a separate sprite to use as a collision box. Set the platform behaviour to that sprite, and then have your animated character sprite positioned to the collision sprite.

    Also, why do you need to change the hotspot position?

    The platform behaviour will collide with anything that has the atribute "solid".

  • The problem you are having is caused by trying to set the animation instead of using the system I made for the platform/attack animations, there is a conflict.

    I have edited your cap to a working state and added some comments showing what I removed(the events are toggled off, you can delete them once you understand what has changed) and what I have added.

    dl.dropbox.com/u/1487524/Scirra/EdgeClimbEdit.cap

  • I don't actually see anything there that isn't already in the default particle editor.

    Perhaps you could be a little more specific with what you are meaning?

  • Report spam badge. Be a tidy Kiwi.

  • Right click on the "ignore Player Input" and toggle it off to see if that gives you the sort of movement you are after.

    Ignoring the player input is not a necessary component, just a visual flare, see if it plays the way you want without it.

  • Ok, there are sub events tucked away, that is where the A key attack is set, and also where the lunge is being set, click on the little plus in the top left corner of the events to see the sub events.

    Event 42 is the key down. The lunge is in the sub event of 42.

  • dl.dropbox.com/u/1487524/Scirra/SingleAttackExample.cap

    There you go chap, if you have any questions feel free to ask.

  • So you are wanting to make a single strike attack? Nothing more complicated than that?

    What you have there is massively complicated, something simpler might be more appropriate.

    If this is the case, I can try to whip something simpler up for you.

  • I think you have put the wrong cap up chap, there are no events at all in this one for attacking.

    a common mistake with animations is triggering them constantly, might need to add a trigger once while true condition in there somewhere.

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  • The deal is this: i'm working on a platformer, but instead of using the platform behaviou, (since it didnt allow me to worki the way i needed to)

    I am quite interested in what it is in particular that you are trying to achieve that the platform behaviour would impede.

  • You can use clamp(a,b,c)

    a being the change, b the lowest value and c the highest, so you would set the c value to the maximum speed.

  • Can anyone think of a way to advance the item line in the ini file without having to name the item specifically?

    [group]

       item=Line 1

       item=Line 2

       item=Line 3

       item=Line 4

    Having Line 1 write to a text object, finish-prompt-timeout etc then line 2 writes to the text object.

    I am also having trouble understanding the expressions in the ini object. Some of them have details at the end that need to be entered like so,( in bold)

    INI.ItemFloat(Group, Item)

    But some of them don't,

    INI.Groups

    INI.INIFile

    INI.CurrentGroup

    INI.CurrentItem

    And I don't know how to interact with them. Do I need to add something on the end? Do I need to replace?

    INI.CurrentItem - This sounds almost like what I need, but I have no clue how to interact with it.

  • R0J0hound - Posted: Today at 6:25am

    Edited by R0J0hound - Today at 6:27am

    tulamide - Posted: Today at 6:25am

    Edited by tulamide - Today at 6:26am

    Fastest guns in the west. It is even more amusing as your formatting for both the posts and edits is so similar. Good work chaps.

  • Your plugin is still coming for Classic? Spriter free/pro and your plugin can still be used with Classic? Also will your plugin be released on your initial time frame or is it going to be pushed back until the ground up rebuild is done?