tommyoliversays's Forum Posts

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  • Awesome 👍

  • I'd use a tween behavior. Have the trigger condition disable the camera pin from the player, then tween (two positions) to the target object's X and Y values.

  • I've wanted to try and experiment with making my characters long scarf dynamic, so that it flows and follows the player's movement. Conceptually, I was thinking perhaps somehow generating a path as the player moves, then have a sprite or a series of sprites follow that path.

    If not, maybe something with physics?

    I dunno, I'm not really sure where to begin with something like this, so I haven't actually built anything yet. I'm open to suggestion if anyone has done something like this before or has ideas.

  • Are you using states? Speaking as someone who started off just dumping all my character controls into a single event sheet, I can tell you from learning the hard way that not segmenting your player controls into states will blow up in your face eventually xD

    For the crouching attack itself, I'd suggest using Is key down (down arrow), then as a sub event, on key pressed (whatever the attack button is), trigger the animation.

    Without putting crouch controls into it's own state though, you'll have to add a Is key not down (down arrow) condition to your standing attack, otherwise you'll have conflicts.

  • Dunno how your logic is set up, but perhaps fire a single bullet on the key press, then have that bullet spawn four more at slightly different angles?

  • You gotta change the bullet's angle of motion when your player is mirrored.

    Here's how it's set up in my game. You don't need the random, I just added that for a bit of variety, you'd wanna use 180 and 0 so it fires completely straight.

  • I was hoping to take the damage calculation logic I have in both my Player Event Sheet and Enemies Event Sheet, and turn it into a function that I could call and save a few lines of code. Was hoping to have paramaters that could take the hitbox family and target family, and run them through the logic, so one series of actions could cover any combination of hits/targets.

    However, it seems there's no way to sub in parameters in for objects in actions.

    Between this and only being able to take one "-> On X" condition per function, I'm running into tons of roadblocks that make C3's functions much less useful than traditional functions.

    Am I just missing something here? I thought in traditional programming, functions were essentially micro programs that you could throw anything into, and call when you need it. C3's Functions seem far less flexible.

  • Try this.

    1.)Create an integer named x and equate it to 0.

    2.) now make a system event "repeating every seconds". In it put time equal to 0.001 seconds(please experiment with the time, I exactly do not remember). Through this event put x=0

    3.)now create another event "your touch section". In it, whenever the user touches the screen, add 1 to x

    4.) the real game starts. Now make a system event (every tick one). And remember the condition:

    If the value of x>2, then make the x equal to 0 and make it do your task like what you want your character to do at double touch hit

    Have a nice day

    Thanks for the input.

    I actually was interested in keypresses, not touchscreen taps though ^_^;;

    You gave me a good jumping off point though. This is what I came up with. Works really well and is pretty simple. Thanks again!

  • Hey, so I'm trying to figure out how to set my Platform Character to fall through a jump through platform if I double tap the down arrow key, or down on the DPad.

    Everything I've tried so far just have the first keypress trigger both conditions, so I'm kinda stumped.

    Here's my setup so far, using a boolean and timer to try and seperate each keypress, to no avail.

  • The artwork is really great.

    Thank you!

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  • Really nice game! It'd be amazing if you give it gamepad support.

    You should be able to plug in a gamepad and have it work. I tested it with a 360 controller and a generic Logitech gamepad. Were you using something different?

  • This is my first game I've attempted to make, a throwback Sega Genesis-style action platformer. I plan on building it into a full game going forward, but for now, you can play the demo on Newgrounds!

    Thanks to everyone here in the forums who helped answer my questions during development!

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