UberLou's Recent Forum Activity

  • In the Animation Event Sheet, delete the actions that set the animation frames to 1. That's causing it to repeatedly play the first frame. I think on older versions you had to set it to frame 1. If something isn't working, you should break it down to little parts and figure out what works and what doesn't, even if it looks obvious that it should work. That makes it easier to fix bugs and such.

    Edit: There seems to be something else causing him to freeze after attack. I think you need an event sending him back to idle and letting you move him. The events in the cap are kind of sloppy, but maybe i'm more used to working with states.

    -Lou

  • Wow that looks awesome Minor! Love the style and looks really polished already. Video played fine in firefox for me.

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  • Glad I can give back something to the community!

    How is Bugs going BTW???

    It's going really well! I'm looking to release a demo soon with missions, a boss battle, upgrades, etc. I mostly have graphics work to finish up before i release it.

  • Great to see a new update! Unfortunately, I'm getting an error with my game and this new build. My frame rate seems to drop significantly when going up slopes. I couldn't duplicate this in a new file, so i tried to clean out my game as best i could. Here is the cap: http://www.louisferina.com/platTest.cap I'll post a bug report.

  • I have an example now posted in this thread. I'm still working on tutorial that will focus on just the fighting elements, but hopefully this example will help you out too.

  • Here is a side scrolling fighting game I was working on. It's not complete, but should give you some help with combos and a simple buffering system. There's minimal comments in the event sheets so if you have any questions, please post them here.

    EXE

    CAP

    You'll also need this effect file:

    Drop Shadow 2

    Thanks to ToraLord for updating the controls.

  • No sorry I haven't done a tutorial for it. I'll see if i can put one together now that you reminded me of this.

    I did have a cap file in this thread: http://www.scirra.com/forum/viewtopic.php?f=4&t=5143&start=10 though I seemed to have deleted it. If anyone has that file and could post it or send it to me, I'll put it back up.

  • Yup, you have one skeleton with multiple heads, arms etc.

    It's better explained with an example:

    http://www.louisferina.com/games/characters_bone.cap (version 99.84)

  • First, welcome to the forums and your English is fine!

    You can't really re-use animations with the bone behavior. You can get around it though by importing every character graphic into the same skeleton and changing the sprites at runtime. So you have your character's sprites: body, arms, legs, etc, all set up with the bone behavior. On the animation tab for each body part, make a new animation for each character you have, name it appropriately and import that character's graphic. Lastly, use a private variable that contains the name of the character you want to use. Then just switch all of the sprite animations for each body part to that private variable.

    That's a quick overview of how I do it. Hope it makes sense!

  • An array is pretty simple to set up, just use the Array Object. You can set the height, width and depth in the properties to get the size array you want. The actions for the array handle inputting values, saving and loading data.

    I'm not sure about sorting, I don't think there's an automatic way to do it.

  • I submitted a bug report for the jump height while running on slopes. I haven't experienced the other problems you're having though.

  • The game demos really don't prove much. There's some graphics moving around and some interaction but I still want to see what the engine can do. None of those games seem to push any limits over what Gamemaker, MMF or Construct can do. Construct is really powerful and simple to use and that's going to be hard to match. I have to say though, being able to publish online is a HUGE plus for me.

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UberLou

Member since 4 Sep, 2008

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