Dualmask's Recent Forum Activity

  • I want to make enemies that have some complex animations (running, idle, attacking in different ways, etc.), so I want to use the Pin to collision box approach for all of them, but when I applied the Pin behavior as one normally would for an animated sprite, the enemy sprites don't stay 'pinned' to the collision boxes unless there is only one in the layout. I hope I'm being clear. How does one make this happen with multiple enemies?

  • Dualmask

    U can do this by the trigger "at wall left/right" + "On Jump".

    Im using it this way in my game, its flawless.

    Thanks, that helps a bit though it's not quite giving me the results I want. I'm still tweaking but as it stands my character goes into the wall cling animation, but doesn't come out of it when I jump from the wall.

  • This is a great behavior. I'm wondering if there is a way to use the wall clinging state as an animation trigger (the way it can be done with "On Jump", "On Moved", etc.)? I want to make a character cling to and jump off walls but I want the appearance to change when that happens.

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  • Thanks, that worked perfectly. Read most of the manual but that was one entry I skipped. Going to study it now.

  • I want to put a score counter on the screen with pre-displayed digits. For example, if the player has 100 points, I want it to show '0000100' or something like that. Is there any way to make a score variable's contents display that way?

  • Seriously impressive visuals here.

  • I updated the test file a bit with some improvements to controls and animations, and a new BGM track.

  • After fiddling around with C2 for many weeks, I've decided to share what I've been working on. This is only a work in progress; I'm focusing mainly on the character's movement for now. Environment graphics aren't my strong suit but I intend to work harder on them once I am satisfied with the movement and control.

    There's no game to speak of as far as win condition but she can die from taking too much damage. Anyway, please check it out and tell me what you think. Thanks in advance.

    https://www.scirra.com/arcade/action-ga ... -test-1905

  • >

    > I wish Radiant Silvergun was on a system I had access to. I'd been hearing how awesome that game was for years, but never played it. (I did play Ikaruga, didn't enjoy that much).

    >

    Well if you're willing to spend close to $200, you can pick it up on eBay fairly easily for the Sega Saturn. Or...if you have still have an Xbox 360 laying around that hasn't RROD yet then you can get it off of Xbox Live for $15. The other option is to just download the actual arcade rom for MAME, which its fully playable.

    Thanks for the info...I'm going to give the MAME approach a try.

  • make negative conditions so the animation is not stoped by other events.

    Thanks a lot, Human, that helped me figure it out. I coded it so that if the Kick animation is playing, the Platform behavior is disabled, and it's re-enabled when the animation is finished...works as intended. She stops to kick no matter how much I mash the attack button while trying to run. Seems so simple now that I think about it... my file is probably loaded with a whole lot of redundant events.

  • Make event where if animation "Kick" is played the platformer max speed is 0 and when it ends it goes back to default speed.

    Thanks, that almost worked. Only thing is now if I press the Kick button, the character freezes and I have to press it again to make her attack or move. I'm going to keep tweaking it and see if I can't figure out what to do about that. Maybe a combination of your solution and the aforementioned timer approach will help.

  • I'm trying to build a platformer in which the main character attacks with kicks. The animations work fine (haven't worked out how to actually make the kicks affect targets yet but I'll get there) but I want to make it so the player can't move during the kick animation (similar to how you're locked in place while attacking in a 2D Castlevania game, for example). I find that if I rapidly press the attack button while holding left or right (to move), the character will eventually slide a bit during the kick animation and then go into the run animation. I've tried everything I could think of (which isn't much given my limited experience) to lock the character in place during the attack but it continues to occur.

    I've never attached a .capx file before; hope I've done it right: https://drive.google.com/file/d/0B5PXjj ... sp=sharing

    Thanks in advance for all your help.

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Dualmask

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