shinkan's Recent Forum Activity

  • Forgot to mention in post above, You can pick, move and delete any of these sprites. That second sprite moving/removing is for showing only.

    You can remove first one, second, third.... or all.

    Now if I think about it, it's more less like inventory engine.

  • I'm trying to do something like this

    <img src="http://dl.dropbox.com/u/34375299/Construct%202/move.gif" border="0" />

    With LMB you are able to pick and move sprite around the screen, when you release LMB sprite goes back to previous/original position.

    <img src="http://dl.dropbox.com/u/34375299/Construct%202/shift.gif" border="0" />

    When You press RMB on it, sprite is deleted and all others on the right side will jump/shift/slide/whatever to the left, to fill the gap.

    First part and half of the second part of this behavior I managed to do without any problems. The problem on my side is that i cannot properly pick and move those sprites on the right.

    I'm using few different sprites as one family with few variables.

    Most important family variable is "sprite_index" which lets my position these sprites in a single row (from left 0 to 5).

    Not using Array and any other thing.

    Any help appreciated :)

  • Of course not. This is still your file :)

  • make sure you use delta time (dt) to make your game framerate independent

    Here's a link to manual

    http://www.scirra.com/tutorials/67/delta-time-and-framerate-independence

  • Yeah like it was in good old Flash. Not a bad idea at all.

    Flag some key frames in the animations give them a label etc.

    But to be honest it's already here.

    make three animations

    1. start jumping

    2. jump idle (looping)

    3. land

    and you can easily manipulate between them

    if "start jumping" finish play "jump idle", when "jump idle" finish play "land"

    would be the same like one animation frames

    0-10 - start jump

    11-40 - jump idle (marked as loop)

    41-51 - land

    And besides you could do this with one variable. Set frames to variable and you could do anything with the numbers.

    right?

    Edit: One thing i'm really missing with animations is ability to reverse current animation by events.

    Simple example

    Key "space" is down -> play animation "dance baby"

    Key "space" released -> revers animation

  • http://dl.dropbox.com/u/34375299/space.capx

    I'm waiting for a file to download, so i figure it out I can mess with your file. I did some small changes, sorry for that ;)

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  • Yes, You can even setup few image points for one sprite, and set anything you want to each of them.

    In example.

    Weapon type 1 riffle, shoots from image point 1

    Weapon type 2 small gun, shoots from image point 2

    ...

  • You have to change "Image points" in your sprite.

    http://www.scirra.com/manual/63/image-points

  • You could pre set 4 different inputs for controllers and 4 for keyboard (8 total) and then create a menu of some sort to choose which player will use keyboard or controller manually.

    Just a quick idea.

  • On start of layout (or something completly different) - > Set instance variable to global variable.

    You can't type variable names to other variables in the editor. It most be done via events.

  • "Special conditions" section in the "Add event" or "Add condition" window.

    It depends how big is your screen, for me "Trigger once while true" is last one on the right ;P

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shinkan

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