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  • You should be able to use an else condition here.

    So event 1: objects are overlapping

    event 2, else

    so if no objects are overlapping, the else event will run.

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  • I suppose you could use a variable, then do:

    for each spriteA

    if overlapping sprite B

    • add 1 to variable

    if variable is equal to number of spriteAs

    • perform action

    There might be a better way, but that's how I do it.

  • Are you trying to use loopindex as an expression? Because you could use 10-loopindex (total loops-current loop).

  • Else runs if the conditions of the event before it is false. Example:

    Event 1:

    If sprite.x is lower than 100

    • rotate sprite clockwise

    Event 2:

    Else

    • rotate sprite counterclockwise

    If sprite is not lower than 100, it'll rotate counterclockwise.

  • It'll vary on each person's computer based upon their processing speed, but a tile engine will still use sprites for the tiles. If a sprite is offscreen it is not drawn. I can have upwards of 100,000 offscreen or invisible sprites in a layout without slowdown on an athlon X2. Onscreen/visible, that number would be quite lower.

  • I did a google search and found a page that said to try right clicking it and ending the task in the task manager - if windows says it's an essential part of windows, it's not a trojan.

    More info: http://www.auditmypc.com/process/csrss.asp

  • How do you get the condition "Move Left" is down to appear? On my computer selecting mousekeyboard - control is down/on control pressed results it reading: Player 1 "Move Left" is down / On player 1 pressed "Punch".

    You could also try instead of "Pinkbox mode equals punching, set animation to punch" put the set animation to punch action in the punch pressed events instead.

    Aside from that, I'm not sure. You have other code, it could be something in there. I tried recreating it and it works here.

  • <preempt Ashley>

    I think you mean Text.Opacity + or - (1*timedelta).

    </preempt>

  • Photoshop is an overly general answer. Color reduction seems partially right, but the edges seem to vary too much for that to be all of it. They're slightly softened, and slightly imprecise like a painting. It's subtle but quite neat.

  • Looks cool. How'd you get that sorta-painterly looking effect in the screenshot/photo of the vending machines?

  • What's going on is when you punch without turning the variables off, they both stay on and then both sets of controls are running. So after punching, standing = 1 and punching also = 1.

    Don't use 2 variables (standing, punching). Use one text variable and change that from "standing" to "punching". Otherwise you'll have to toggle each one by hand, whereas using one variable does it all automatically.

  • I suggest using what I call control states. Basically you have a private variable that based upon its label, controls what controls there are. Like this:

    If variable 'mode' is "standing"

    sub event - if "punch" is pressed, set animation to "attack", set 'mode' to "attacking", start ignoring input

    sub event - if "move left" is down, set angle

    What's going on here, is since the events to attack and set the angle are sub events, they only run if the parent event is true. Therefore by changing the variable, you change the control set. Since 'mode' is not "standing" anymore, pressing punch won't make the character attack again because the event doesn't run. Then make a second set of events:

    If variable 'mode' is "attacking"

    sub event - if animation "attacking" is over, set animation to "standing", set 'mode' to "standing", stop ignoring input

    Voila! Using this technique you can make ridiculously complex control combinations easily. This way you also avoid conflicts from having to use bazillions of conditions which makes bugs really hard to track down.

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Arima

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