TRMG's Forum Posts

  • post some photos or a sample .capx, otherwise it's not easy to figure out what you want to do, because what you say can be done in so many ways depends on exactly how you want it and the assets you want to use

    Here's the capx: https://www.dropbox.com/s/vnenqnnor82uk ... .capx?dl=1

    (They're melee weapons instead of firearms, but the animations still be independent from one another)

  • NN81 They are two weapons, one for each arm, with separate animations.

    So the player should be able to shoot with the weapon in his right hand whether or not he is also shooting with his left hand, and vice versa.

  • Hey, sorry I'm asking a Spriter-related question on this forum. I have asked on their forums, but I haven't received a message yet and this is an important part for the game I'm making...

    So I have a character that has two weapons in each arm and I want the player to be able to attach with either hand independently of each other. Is it possible to do this with only one Spriter object, or do I need to somehow frankenstein it with multiple Spriter objects?

    Thank you!

  • Hey, it seems like it's only available for the pro version...

    Do you know any free alternatives?

  • Oh, that's awesome! I already started using Spriter for this project so this should be pretty easy to do.

    Thank you very much for letting me know!

  • Hey there, I am working on a Dark Souls-like game, but I sort of got stuck at the animation system.

    In the game the player should be able to equip a weapon or a shield in either hand and 3 armor pieces (legs, body and head).

    I tried 'cutting' the player character into multiple pieces then moving and rotating them based on a XML file with the animations. (Link: )

    But this proved to be way more complicated than I thought since I haven't worked with XML files before and didn't figure out a way of moving the pieces with events...

    So, do you guys know how to make this work or of an easier way of doing this while still allowing the player to equip multiple things?

    Thanks!

  • dop2000 I have been using another program to make the animations and I would've copied the values from the program for each keyframe. But I think I will switch to Adobe Flash if I can export the animations automatically.

    Thanks for the advice!

  • dop2000 I see, I'll look for the tutorials.

    Also, if by prepare the animation sequences you are referring to how I set the values of the array, I was planning to copy each value by hand for each keyframe of the animation (not each frame) and use the time value to see how much I would need to move /rotate the object per tick.

  • dop2000 Could you go into a bit more detail on how exactly to do this?

    I'm not familiar with XML files or how to fill them into arrays.

  • Hey there, I'm currently trying to make a game like Dark Souls and I'm working on the animations (since that is a pretty crucial part of the combat system), but it didn't occur to me how may animations I would have to make for each weapon until now.

    If you're not familiar with Dark Souls, for each weapon class (sword, spear, halberd, etc.) you would have between 1 and 3 attack animations, 1 animation to return the weapon to it's idle state and then an idle animation with your weapon, rolling, running, resting at a bonfire, etc.

    And to make matters worse, the player could also wear 4 different armor pieces at once and a shield.

    I later saw a GDC talk (youtu.be/pmSAG51BybY?t=7m4s | Minute: 7:04 - 8:30) where he talks about splitting the character in multiple parts and having them rotate and position themselves based on a text file.

    So I was thinking how to implement this inside C2 and I thought of using arrays like this:

    The problem is that this would be quite tedious to set up (since C2 only allows you to change one X,Y or Z value at a time) and I would need one array like this for each animation, which would be quite a lot of arrays...

    So, do you guys have any suggestions on how to do this?

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  • blackhornet I see... Alright then, thanks for the help!

  • blackhornet So it resets every tick?

    If it does, did this change happen recently? I remember using local vars to store information before...

  • (Solved) Hey, I seem to have some strange problem with the local variables in my project...

    If I write a simple code like this (in a new project, on R239, R244 and R247), the variable freezes at 0.1...

    ...but when I turn it into a global variable, it works as expected...

    I'm posting this here (and not reporting it as a bug yet) because I have had some strange small problems like these with my computer in multiple programs and I wanted to make sure it wasn't just my Pc first.

    So, does this happen to you guys too, or is it just me?

  • Like I said, you could use a loader and an invisible layer. When everything is spawned you make the layer visible and let players play.

    Anyway... I just finished the capx with the hexgrid.

    https://www.dropbox.com/s/ggk6caxje7i6m ... .capx?dl=0

    See if this helps. Cheers.

    Oh, so I would stop the players with a variable or something and let them play after the bases have been spawned. Got it now, sorry for being so slow...

    Thanks for the hexgrid capx!

    It looks a bit too much like it's on a grid for this project, but I'll keep it in mind for later ones.

    Thank you for the help!

  • brunopalermo It's very basic stuff, like if the spaceship is overlapping the blue circle, it applies a force towards the center of it and if it touches the base, it destroys the ship.

    But the base needs to be in place before the player can play, otherwise a base could spawn right in front of them...