ultrafop's Forum Posts

  • Hey there, sorry to get back to you late. I'll take a look and see what's going on - likely tomorrow (it's getting late here). I must confess though, that I don't have much of an understanding of German and I'm also unsure off exactly what you're trying to do. I'm thinking that you're having difficulty with choosing between ranged and close attacks?

  • I would give each box a Boolean, if it is false, when clicked, add 1 to the variable you're talking about and set the Boolean to true. If it is true, then subtract 1 from the variable (assuming it is not 0) and set the Boolean to false.

  • hmm So you just want the mushroom to enable the ability to jump another time in the air, not to automatically send your player bouncing up?

    If you want to enable a double jump ability, I'd change the overlapping condition to a "on collision with" condition and see if that doesn't fix the issue.

    You may also ant to set up a variable that counts the number of jumps when doublejump is active, that way it can be disabled when it hits a certain value.

  • > I really like the stone effect. I could see it being a pretty useful addition . Thanks as always for your phenomenal work!

    >

    > Some questions:

    > Would we be able to alter the geometry, hue, or rotation (angle, and speed) of the stones?

    > My fps was around 29, if this was finished I take it that this would improve?

    >

    ultrafop

    Partially yes, rotation angle speed. Geometry ... must see... Playing with radius and displacement variables give a bit differents

    stones. Look the example post.

    Regards

    Veeeeery neat . Keep up the good work!

  • I appreciate you - thank you for your work and the upload!

  • EDIT:

    hmmm works totally fine over here.

    I should also mention that I removed the original hitbox spawning and so the implementation might be different than you originally intended (If that is the case then I apologize for being so hasty). I noticed that the original one spawned boxes oddly and they would stick around or would only work well for one of your bibers so I gave the boxes a fade behavior(.25 seconds) and spawn them every half a second. If you wanted to spawn them once and then reset their state, you'll just want to adjust that on your end. Let me know if that doesn't fix your issues.

  • Is this new capx with the hitboxes built in as a function not working on your end?

  • EDIT:

    Here is a working version with the hitboxes spawning correctly:

    https://www.dropbox.com/s/d6jynxbyyweaa ... .capx?dl=0

    I also recommend looking at this tutorial:

    https://www.dropbox.com/s/ps99suo5g9qa8 ... capx?dl=0t

    I think using the X distance of your enemies can help to make sure that you are having them stop to attack at a nice distance and then re-engage if the player moves too far away.

  • Here you go. I tried to make lots of comments so that you can see why I've made the changes that I did. I also left a bit of "scaffolding" by way of a new variable that you can use to initiate your attack state. I would also switch the state setting (1,2 etc.) to use this variable as you progress, as it will give you more control over the distance at which your enemies will switch to attacking (also, they won't crowd your player).

    https://www.dropbox.com/s/d6jynxbyyweaa ... .capx?dl=0

  • Love it, thanks for sharing!

  • Hey, would t be possible to get the shader generator in it's own runtime, as opposed to using the web version? (o am I just missing it on here?)

  • I see this is your first post - welcome! I think this tutorial might be helpful for you: https://www.scirra.com/tutorials/253/ho ... ame/page-2

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  • I really like the stone effect. I could see it being a pretty useful addition . Thanks as always for your phenomenal work!

    Some questions:

    Would we be able to alter the geometry, hue, or rotation (angle, and speed) of the stones?

    My fps was around 29, if this was finished I take it that this would improve?

  • Yeah, but you can modify the collision map for each of the sprites, when sprites are swapped, the maps you set up should be retained and allow for better collisions. Or are you referring to work you did in Spriter outside of pure animation (Spriter's own collision system)?

  • Hey, I have a few suggestions, maybe they will help?

    1) Put all of that code under one "for each Biber" condition(and remove the "for each" from each newly created sub-condition, so it's not redundant)

    2) make sure you don't have redundant actions set up (you have 2 different sections set up for the "idle" animation, which may cause an issue)

    Otherwise, I'm with Sirvoid on posting a capx. Best of luck with your work!