thomasmahler's Forum Posts

  • Ah, thanks, I didn't know about that condition!

  • Nah, that was also my first thought, but that's not it. Still haven't figured it out, but I'll post the solution once I will.

    Anyway, here's another one:

    9) I added an 'attack' control and have my 'animation' event sheet pretty much set-up like you did in the platforming school thingy.

    What I want to achieve is this: If the player presses 'Attack' once the 'Attacking' Animation will be played once. And after the attacking animation has been played once, the character will be back at 'Standing'.

    Now, my attack event is:

    On "Attack" pressed - Player: Set "IsAttacking' to 1 (private variable for the player)

    Value "IsAttacking" equal to 1 - Player: Set animation to "Attacking"

    Now, what I don't get is how to tell Construct that it should only play the animation ONCE and then return to the "Standing" stance. If I press the Attack key now, the "Attacking" animation will loop with no end.

    So what I tried was this:

    (Inverted) On "Attack" pressed - Player: Set "IsAttacking' to 0

    Value "IsAttacking" equal to 0 - Player: Set animation to "Standing"

    That results in the sprite flashing for a tick and nothing else happening. So my guess is that the "press key" only works for a single tick and so does the inverted version - so it tries to start the animation for a tick and immediately sets it back to 0.

    But I don't see how I'd set it otherwise. Help!

  • Alright, next problem. I quickly recorded a video to demonstrate it:

    http://thomasmahler.com/files/construct ... bar_01.avi

    Basically, I created a progress bar that shall act like a healthbar later on. So if you attack an enemy, it shows you how much energy the enemy still has left.

    I want the healthbar to always follow the Mushroom sprite, but it acts weird when the screen starts to scroll.

    My event was:

    Always - healthFieldMushroom: Set X to Mushroom.X

  • You already can do that. "Set display resolution" and "Set zoom" in the System actions.

    Display Resolution works.

    Set Zoom works if I set the values to be over '100' - If I set the x and y values to 50, nothing happens.

    In the Set zoom info it says: "50 - everything is half the size".

  • And here's another one that's driving me nuts:

    http://www.thomasmahler.com/files/const ... tes_01.avi

  • Okay, this one's for the developers. I'll just quickly record the bugs that I'm running into, so you can directly take a look at them.

    Videos will be stored here:

    http://www.thomasmahler.com/files/construct/bugs

    Here's the first one:

    http://www.thomasmahler.com/files/const ... ash_01.avi

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  • it'd definitely be interesting to see this effect in a real world example. For a game like Out of this World IK could help a lot to make the movements more natural.

    It looks really complex in the event sheet though

  • Don't rename the "Jump" control to something else though... You can change the key to whatever you want, but if you rename it then the Platform behavior will revert to the default key, which is Shift.

    Which is rather weird and should be treated like a bug. In general, a reworked control scheme with multiple player inputs and some more default values would be really awesome. Like, 'Attack' is something that should be in there by default. If you're new to the app, you'll probably spend hours until you figure out how Construct is handling this issue right now (which is quite random, since I can rename Move Left and Move Right, but it has hick-ups with Jump) - which can be rather annoying.

  • Haha, that's fun

    I love that platforming thing you've done here, man. Back when Atari was still king, this would've been a hit

    Seriously, if you push that further, this could become quite an addictive puzzler.

  • 14) Okay, so I've worked on some custom animations now and it's really quite a hassle to set animations if your art is anything else but simple pixel art. Having to manually load in every single animation phase is incredibly time consuming, also, Construct crashes _a LOT_ when using the Picture Editor and updating or changing sprites.

    Next thing is: For a 2d platformer, I set the angle to 0 for right and 180 to left. In a lot of cases, left and right will be identical, so can't we simplify this whole process? What if I could just duplicate the Angle: 0 (Right), edit it so that it says left, select all the animation phases and RMB - Mirror frames.

    That'd make the whole thing MUCH easier.

    Right now, it's also quite a bitch to set the hotspot. You have to zoom in and do a lot of trial and error to find the right place. I'm currently thinking about creating characters in 3d and rendering them out in 2d in order to use the power and my experience with 3d packages and to get nice, smooth animations as 2d sprites.

    In general, it'd be much, much, much easier if we could simply load in a psd and Construct would just take the set-up layers. So we could create the animation and the placing directly in photoshop and import it into Construct with the press of a button.

    Right now, there are just waaaay too many steps to get fluent animation without hickups out of Construct and it crashes on me soooo much when I'm working with that darned picture editor. This should definitely be on a pretty high priority when it comes to adding features, since getting the graphics and the animation phases into the thing is one of the most vital steps anyway.

  • The horrible thing about the X360 Controller is the freakin Digipad. It's sooo crappy and really ruins most of the arcade games they've got on Xbox Live Arcade (those that suck with Analog Controls, like Beat em Ups, etc.).

  • Right, happens here too. Also, if you add a period, you can't delete that one either. It only disappears once you delete the name of the period, which is kinda... not obvious.

    Also, how do I make interchangable text? Like, two characters talking? I'd imagine I'd simply set the 'Start' Value of one period to 'After XXX' - but there's only 'After previous' and 'With previous', so no joy. It'd be nice if Construct would simply list all the periods across all timelines in that rollout bar, so we could simply pick the one we'd need.

    Example: I have 2 timelines in my timeline object, one is called Bill, the other is called Bob.

    I start with Bills timeline:

    Start: After previous, Name: 01, set the text for the parameter 1 (a bigger textfield would be neat too, so we could actually write dialogue ) and jump over to the Bob timeline. Now it's Bobs turn:

    Start: After Bill('01'), Name: 01, set the text for the parameter.

    Pretty simple, especially if Construct would index the existing 'Name' fields for me whenever I click on a 'Start' rollout field.

  • That's pretty awesome. I think I've spotted a bug though. If I click on my timeline in the layout editor, then on edit and create another timeline (timeline 2) inside the timeline editor then I can't delete that new timeline anymore.

    Is that intended?