MoZip's Recent Forum Activity

  • Works fine, thanks a lot:)

  • Hey you beautiful scripters:)

    I'm working on a little game that should include an upgradesystem like for example Vampire Survivors. So you get to a defined score, game pauses, the upgrade layer appears and you can choose one of three upgrades.

    So I've got three Sprites (UpgradeOne, UpgradeTwo and UpgradeThree) with one-framed animations called "Multishot", "BiggerShots" and "Frequency". All three Upgrade-sprites shall appear on the pause-screen with random animations but never show the same animation as one of the others.

    Now I try to tell the system that if UpgradeOne appears, it shall set the animation to choose("Multishot","BiggerShots","Frequency"). The same for UpgradeTwo if it appears, but if the UpgradeTwo.AnimationName=UpgradeOne.AnimationName or UpgradeTwo.AnimationName=UpgradeThree.AnimationName, it shall choose again. Same for UpgradeThree and in the end there should be three different animations.

    I've thought that would be an easy task to solve (and I'm still sure it is and I'm just having a big brainknot) but somehow I get various kinds of results but not what it should be.

    Any idea to solve this would be great, maybe even a screenshot of an exaplescript, that would help a lot:)

  • Yeah, I know, it's a frequently asked question. I've never had issues with copyed instances on projects in the past and there are plenty of solutions on the net. But this one drives me crazy cause none of them works. All worked fine in a previous version where I only used the animation of the enemys. Then I added the red box as the main enemy-sprite to keep the image point in place and solve some problems with the Z-order. Now, if there are more than one enemy on the screen at the same time, they act nuts.

    It would be wonderful if someone could take a look at the mess and give me a hint or maybe even a solution before I've pulled out even the last of my hairs.

    Controls are wsad for moving, j for attack and space to spawn a new enemy.

    dropbox.com/s/23a37a7mnyhxtx6/Barb.c3p

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  • True words and I didn't think of the "Don't want damage on the upswing and don't want damage every tick on the down swing" part. Thx, mate:)

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  • Hey beautiful people:)

    this may be easy to solve but I think I've got some brainknot at the moment.

    So the player (sidescroller) should hold his sword down, like at 120°, 240° if mirrored. On Keyboardinput ("A") the sword should rise over head, +/-180°, and then slash back to the 120/240.

    Both durations should be global variables (I think) because this will change later through differend weapons. Heavy axe needs more time to get over the head than a light sword but maybe slashes faster.

    It would be great if someone takes a look at the chaos I've build and maybe gets me on the right way or even corrects the file.

    Thanks, have a great day and so long!

    dropbox.com/s/ofp0pquqang2f8x/ZombieViking.c3p

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MoZip

Member since 12 Feb, 2022

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