Yorksir's Forum Posts

  • 6 posts
  • Thanks linkman2004! Your explanation was exactly it!

    I wrote:

    "Animation"&BossNum

    BossNum is a global variable set to 1 and everytime the boss dies: BossNum = BossNum+1. Thus it consistently goes to the next animation. Lol, I didnt even think that would work since the variable lie's outside the quotation marks

    Thanks again!

    P.S. I just changed some settings, even though linkman2004 had the solution, let me know if you guys can see the pics (wanna make sure images work for future reference).

  • Alright so here is the list of animations within the sprite:

    Each animation represents a new "Boss".

    The "Boss" stats such as speed, power, strength, etc... are controlled by the procedural manipulation of the base stat every time the "Boss" dies and the next event starts.

    I know the animations name is in quotation marks so the concatenation needs to be somehow enclosed in the quotations, ... i think?

    Their are only 2 events, each placed in its own group.

    I guess what I am struggling with is how to properly write the concatenation to get it to work

  • So the "&" sign didnt work So how about this,

    how can an event trigger a random pick out of a list of animations in a sprite?

    for instance:

    If "event" then set animation to "random animation".

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  • !!!!!!!! DOH! The "&" symbol!! Totally forgot about that. Ima try that when i get home tonight. Thanx!

  • So I have two groups that basically start when the last one finishes. I would like for part of this process to go to the next animation in a sprite everytime the next group is active. Here is an idea:

    Say their are 100 animations; Animation1, Animation2, Animation3, etc...

    When the next group activates it would go from Animation1 to Animation2 and so forth.

    Remember, their are only two groups so I cannot call each animation by name.

    For everytime the next event triggered, the pseudocode I was thinking of went like this:

    Global Variable: "BossNum = 1"

    Set variable: BossNum = BossNum +1

    Set animation to "Animation+BossNum"

    In conclusion, is there another way to load the next animation without calling it by name,

    OR

    can the animations name be manipulated by a variable as listed in the pseudocode?

  • I am a beginning hobbyist looking to turn pro very quickly. Started game development about 2 years ago using flash and actionscript 2.0. Made a proof of concept, I guess you can call it, on Kongregate, for character movement and weapon selection and usage. Unfortunately that is as far as I got

    You see, I am not a programmer by any means but have always been an AVID game player. Eons ago (about 10 - 15 years ago;) I was a 3D artist / Editor / Illustrator and became competent in HTML but that was it! Since then life happened. Had 3 kids, got married, got a job, a house, and a dog. (all thats missing is the white picket fence ). Fast Forward to about 4 months ago and I was still struggling with now actionscript 3 when....

    Low and Behold... Construct 2 appeared.

    Construct 2 revitalized my hopes of becoming a pro game developer. I am almost done with an alpha version of my 1st game using the free version (feels like good practice trying to keep full gameplay with only 100 events to work with

    Looking forward to all that can be done with Construct 2 (and getting the personal license!)

    "Oh, and welcome to Scirra Forums "

    THANK YOU!

  • 6 posts