Chris PlaysOldGames's Recent Forum Activity

  • Is it a jump action or a lunge?

    Lunge would be a (here) ---------zoom------------------>(now here)

  • How old.. NES Megaman had like 2 animations Run and Run and shoot, the rest were just frame poses, stand & shoot, jump, jump & shoot, fall (was just jump pose).

  • Sooo let me see if I got this straight...

    I press and hold the down arrow, then I press either left or right arrows while also holding the ctl key... sound like a game of finger twister.

    Questions:

    Do you press down and let go to activate super state, or hold?

    Is this a platformer, side scroller, or other style. Which?

    How far forward are we "spranging"? Is this a jump action or a lunge type move?

    Does Super State have a timer or burn out period if never used?

    Answers these and I can probably throw something together as an example.

  • Check ALL your image points, each frame has its own... you will need to make sure all the image points in all the frames are right.

    I can't remember if there is an apply to all like their is in collision box menu...

  • I think he means groups.

    I tried to figure this one out myself and have yet to discover a way outside simply making a long event full of activate/deactivate actions.

    You could put it in a function so you only have to type it all out once.

    I guess you could always put the groups in a master group and set that to deactivated... but the world might implode... never tried it.

  • Why are you waiting the two seconds, for animation to finish its cycle?

    Instead of the wait try using an On finished event that sets variable or just chooses next animation

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  • Cute game idea.

    Your description is kind of confusing, all I see are ants, grasshoppers, and a spider. It seems to play as I think its intended except for the spider which does nothing.

    The spider has no referenced code for its turret behavior besides the enemyfamily ones. The Enemy1Turret is scripted but the Enemy1Turret2 is never referenced from what I could see.

  • I assume you are doing this so the player can't activate something the spacebar does...

    Two ways,

    Option 1:

    Have the collision set a variable that is in the condition for the spacebar press.. ie. on-collision StopSpace=1.. in conditions for spacebar event add StopSpace=0:

    On spacebar press - Action Do awesome thing.

    StopSpace=0

    Your collision event should be set to change it back to 0 after the 1.0 second wait. This way your not disabling the spacebar itself, just the events it activates.

    Option 2: Put the spacebar event inside its own group and then have your collsion set this group "deactivate" for 1.0 second then "activate" again.

  • Store them in an array?

  • I assume you are using timescale=0 to pause your game?

    You simply need to add an action in your on start of layout event that always sets timescale to 1.0.

    In my space shooter (in my sig) it pauses on P-press and also when Upgrade store menu is opened. I had to reset timescale upon exiting both and at start to layout to fix the exact same problem you are describing.

  • Please attach your .capx or a screenshot of your code, its hard to see what you did wrong otherwise.

  • lol korbaach that is awesome! That is just what it needed.

    [quote:dki320xl]Thank you so much Master!! (can I call you that?)

    I am no master by any means, I just kinda "get" Construct2 logic building for some reason (even though coding has never been a strong suit of mine).

    I like making it work in ways programmers don't think about, see my turn based project that doesn't use arrays, grid, or tiles..

Chris PlaysOldGames's avatar

Chris PlaysOldGames

Member since 22 Aug, 2014

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