tommyoliversays's Forum Posts

  • I think the issue stems not from the hitstop but the way I have my combo system set up. I have a variable that controls what attack animation to play and hitboxes to spawn, that increments with every release of the attack button. When slowing down the time scale, if you're just mashing on attack, it tends to skip attacks and ruin the combo unless the pause is very short, almost unnoticable.

    I don't think I can fix this unless I rebuild the entire combo system, and while I'll keep it in mind for future projects, I don't really feel like doing that right now ^_^;;

  • A simple but effective solution! Not perfect, but it's better than what I had before, thanks!

  • I wanna have it so that when attacks connect, there is a short pause to the game, or a hitstop. Gives attacks a bit more punch when they connect. I tried using System > Time Scale and a Timer, but if you set it to zero time the Timer never counts down, and if to set it to something really slow with a very fast timer, it seems to mess with other logic in my game. Hitboxes and attack strings stop working properly.

    I'd assume there's a "proper" way to do this, but I haven't been able to figure it out.

    Any help would be fantastic!

  • newt Took a bit of doing, but I think I got the basics of something working here!

    https://goo.gl/WPTCk7

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  • Hey, not a bad idea. I'll give it a shot and report back

  • I'm trying to set up an event when on a key pressed, my side-scroller character will slide out of the way of attacks to avoid damage. The two options that seem to be the best options for this is Platform > Set Vector X, or simply Size and Position > Set X> Neither seem to work the way I would like though.

    With Set Vector X, it only sets the motion for the instance of the keypress, so whether I set it to 600 pixels or six million, it only goes the amount of distance the time the key is pressed allows.

    With Set X, it instantly teleports to the new location. I figured I could lerp it from the current position to current location + the teleport distance, but I have no idea what to call to access an object's current location. Looking in the manual didn't seem to have any info on it.

    SO I'm totally stuck. Any help would be greatly appreciated!