VonFirflirch's Forum Posts

  • Glad to help

    What kind of game is it?

  • For horizontal currents, you could give your character/object family a second platform behavior whose actions are only simulated when you stand in a windy area. I think you'll need to have its jump strength and falling speed be the same as the main plaform behavior, and set its gravity to zero.

    As for vertical shenanigans, a 8-way behavior could work.

    Current strength could be set just like Signaljacker said, only using those two new behaviors instead of the main one. You could also give your wind-generating object(s) an instance variable which'll be used to determine the new behaviors' max speed property.

    I've got an engine on the arcade that uses those methods :

    https://www.scirra.com/arcade/action-ga ... ewhat-7374

  • I haven't tested it, but you could get the first example by dividing your global variable by 10000, which'll make it 12,34567 and then use the command "set text to : floor([your global variable's name here])" which should round it up to 12.

  • lowering Kirby's acc/dec, and dividing his Y vector instead of setting it to 0 when releasing jump (will make it more floaty). Depends on how close you want to be to the original games though. He's actually much easier to control here haha.

    Thank you I'll probably don't touch the "set Y vector to 0" because I kind of like it that way x), and I'm a bit afraid it might be possible to abuse a non-zero y-vector in that case (by releasing the jump button at the very top of your jump for extra height), unless that issue isn't there if it's low enough while still succeeding in the floatiness department. Granted, Kirby can fly indefinitely, but I think I'll put a limit to that, seeing how much of the games that ability can trivialize.

    But what did you mean by lowering the Acceleration/Deceleration exactly?

  • What I'm mostly curious about is how to prioritize animations and actions. Like how do you override the falling animation with the sucking animation for example. I have a working implementation myself, but it involves evaluation each and every combination of actions and having events for each.

    https://www.dropbox.com/s/guesozuyccup7 ... e.png?dl=0

    I'll try to explain as well as I can. Hopefully it's not too confusing and the image displays properly.

    Everything that needs it (player hitboxes, enemy hitboxes, some objects as well) has a variable called "Action" (through Families, of course) which essentially determines its state, what it's doing : nothing special (the "" event), sucking (the "inhale" one), attacking, flying, experiencing knockback after getting hit, dying, etc...

    When you're on "", your character has access to pretty much everything it can do, the platform events you see have all the animations for when you're moving, jumping, falling, etc... Among those you have the actions themselves, such as pressing W/Z to jump.

    Pressing X (It's in an OR-block you can't see on my example, but you can very well put in under "") however, changes the Action variable to "Inhale", limiting what you can do/ what can happen : there are no events for a falling animation, you can't jump, etc... And I have a few "OR" Blocks off-screen that further change what's at you disposal :

    -one that makes it so that, when you're on "" or flying (which is also a setting for the Action variable), among other things, you can move left and right freely, having your character turn around accordingly, etc...

    -and another one that's for every attacking actions ("Inhale" being one them) that makes it so that you can only move in midair, and can't turn around at all. If you've played a Castlevania game post Symphony of the Night, that's exactly how it works.

    Letting go of X will turn "Inhale" into "Inhale_Stop", under which I have an event that will revert Action back to "" as soon as the sprite's "Inhale_Stop" animation is done, letting you move and act again.

    One last thing. You can REALLY go nuts with that method, for instance : In the "On X pressed" event, you can call a function and give it a parameter that checks whether you have an ability or not, to determine which attack to perform.

    Finally, remember that you can use expressions when using "Set animation" :

    -Kirby's hitbox (J1_PB) has another variable called State (which can be set to"Normal" or "Big" when you have something in your mouth)

    -Its sprite (J1_Kirby) has two standing animations : "Normal_Idle" and "Big_Idle"

    So, when Action is "" and you're not moving, the event can be : J1_Kirby - Set animation to J1PB.State&"_Idle"

    Anything that needs better explanation? Anything else iin general?

  • Care to share the .capx even though you don't want to XDDD. I'd like to see how others are doing since I feel like my stuff is totally super messy and inefficient, so looking at your stuff might be a good learning experience

    I'm sorry, but no. My stuff IS really messy as well. Even with Groups and groups within groups There's probably someone much better with that out there :'(

    If there is something precise that you want to recreate, I can give some advice... I think so anyway.

  • Good project.

    How many events in total?

    I'm at 116 at the moment. And I still have quite the way to go... Wish me luck x)

    Thank you all for the comments, it makes me feel like I still have a heart somewhere inside me

  • https://www.scirra.com/arcade/action-ga ... ewhat-7374

    ... That's it. Everything should be explained on the game's page. Hopefully.

  • It seems W switching places with Z is the only problem, so I think I'll just add the latter as a jump button so that, no matter what, the first three keys of the bottom row are respectively Jump, Attack and Special.

  • Doesn't the arcade let you see the controls by clicking the "?" above the game screen?

    I only had the Azerty keyboard in mind too, so if that's the problem, I'll see to it.

    Thank you for your time!

  • Just a little Castlevania-like game. It's a pretty barebones demo, though!

    Try it on the arcade

  • Yeah, sorry about that, I didn't post a .capx because of how messy everything is

    I thought about putting the action up right as soon as I clicked submit for my latest comment x)

    Haven't tried yet, but hopefully it works out this time. Thanks again!

  • Aw fuf, it seems triggers still don't resume if you pause at just the right frame.

    Thanks anyway.

  • I will try that tomorrow.

    Thank you very much

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  • Hello random person (Allow me to apologize if this is all a bit lengthy...)

    Basically, I've seen tutorials for pausing and tried to apply their method to my own game.

    Works fine... until Trigger Events happen, such as the good'ol classic case of : pressing left causes the character to face left even when pausing!

    So, at first, I thought "Well then, let's put everything at risk under a "is game not paused" condition, so that everything works out Right?"

    ... Aaaaaaaaaaand it did. I could feel a smile on my face. For once.

    Until my paranoid self got the better of me and started rapid-firing dat pause button, to see if it truly did work. Survey says : NOPE. We're still suffering from a bad case of Trigger Trouble!

    You see, I'm working on a very uninspired platformer that gets inspiration on things you've all seen before five billion times after they were done to death... for the first time... roughly an abonimation that would only see the light of day if the Mario, Kirby and Castlevania franchises got together for some nighttime fun... unprotected.

    And there's that one enemy that does just this :

    -Jumps when on the ground

    -Has a landing animation when it... well... lands

    -And goes back to jumping when that's over

    Problem is, if you just so happen to pause right when "->On Landed" should happen... it doesn't happen, our little guy doesn't get to experience their landing animation, leading it to awkwardly slide along the floor and if that doesn't look silly, I don't know what does! But I do know what this issue in particular does to me! ...'Makes me sad. But that's not exactly the most relevant thing in this whole text you probably want to see the end of, right?

    Anyway, is there a way to fix this that I'm missing because I'm stupid (as usual), or do I have to let the nice gentlemen that will play my "game" suffer because their is no way to have two trigger events play at the same time, that is... when I actually put up some kind of demo... at the very least... To see if this is even worth it in the end.

    10 years from now, probably.

    I'm just a bit lazy and unsure about my ideas, on top of being rather unhappy with everything going on (or lack thereof) in my life. Kind of funny I can't even muster enough motivation to do the one thing I could consider a realizable dream, heehee