Zebbi's Forum Posts

  • Zebbi

    You could make the rest of the animations wait until the turning animation is finished.

    Which condition/event would be best for doing this? Is there a "animations wait until this is completed" option?

    Did Nesteris advice work? Also, do you have the animations done on a Sprite sheet? I'm asking because I thought about some how programming #chracterturns my self by having the animation start some how when the opposite arrow key was pressed instead of the reverse feature.

    I'd have:

    Player.Platform.VectorX >0 and Left Pressed[/code:2gwfq1wh]
    [code:2gwfq1wh]Player.Platform.VectorX <0 and Right Pressed[/code:2gwfq1wh]
    
    or something to test for a change.
  • I'd like it so that if a character turns in the opposite, a quick "facing you" frame could be shown, to give the effect of a smooth turning animation. I obviously need this brief frame to supersede any other frame that is supposed to play, which is one of the troubles I have had in the past, is having the turning frame show up perfectly every time without the opposite direction animation playing instead, and the turning animation tends to appear randomly depending on which function happens to get there first, so to speak. What would be the best and most reliable way of getting this to work?

  • Moved and duplicate deleted.

    Although the remaining version is missing a capx be sure to edit to add it.

    Thanks, I was having trouble getting the tut up last night, I've added the capx now!

  • Zebbi

    You've posted this in the wrong section?

    This is the section of the forum for Construct Classic - the predecessor to Construct 2.

    WHOOPS! Can it be moved to the right area? :p

  • Well, this seems to be a known issue since a long time.

    I guess there is just no priority to fix it!

  • My first tutorial (in the whole world ever) so hopefully it is of some use to somebody:

    https://www.scirra.com/tutorials/1379/walkable-stairs-w-gravity-flip-switch-tutorial-mbstairs-mbgrav

    Oh, and could someone kindly do away with this duplicate, please?

    https://www.scirra.com/tutorials/1378/walkable-stairs-w-gravity-flip-switch-tutorial-mbstairs-mbgrav

  • Wow, thankyou so much for this!! It appears to be working perfectly playing tracks, and I assume you can pass functions to it like stop and paused, since playSong works? This is perfect, I think it could be developed into an amazing, fully-featured OPL-emulator if worked on (like I said, I'd love to if I had any javascript knowledge at all!) especially useful if folks wanted tempo changes or even pitch transposition.

    Thanks for this, I can totally use this in game as it is!

  • Hm, tried that, and it still doesn't appear to work. Is the badge not linked to the addthis selector?

  • How do i get a badge for this? I've managed it for the website homepage but I'm having trouble finding the button on blog posts?

  • So here are the repos for the js version: https://github.com/wothke , as I said I have absolutely no experience in javascript or writing plugins, but I'm interested in how difficult it would be to port this over. R0J0hound what type of library would you suggest might be closest to this?

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  • Hi all, I'm Zebbi! I used klik and play since it was released in '96, and used Clickteam tools extensively through until 2002. I gave up game making and rediscovered it last year with Fusion 2.5 and Construct 2. I used Fusion 2.5 last year to build an engine for a game and was shocked by all of the inherent bugs and workarounds and missing features. I simultaneously found C2 and finally got my licence in the sale a year later. Been rebuilding my engine which took 2 months in Fusion took just a week and a half with C2. Events that took brain-twisting spaghetti mazes of 30 lines or more take just 2 or three in C2. It's mind-blowingly good. Thanks Ashley and Tom for this outstanding tool!

  • easy method then variables just ad a sprite(can be you play button, main actor, a text something that stays on screen always and u don't destroy it ) and create a boolean for it , and make that sprite global now u have global boolean's ....... works for me , just i'm not using global boleans never needed one

    Good idea, are global sprites limited in any way that global variables aren't or are they all exactly the same?

  • Okay, since a it has already been ported to JavaScript, R0J0hound what is the next step to get this working with construct?

  • Whoooooops! I went to some effort to get the right timecode too! Here it is <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

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  • Is global booleans being worked on yet? Or has this ship sailed?