roracle's Recent Forum Activity

  • You should have your conditions first, then "trigger once" as a sub event, with the actions you want to run the one time. That's how I usually do it.

    You don't roll the dice and move at the same time, you have to get the condition first, then tell it what to do. The same conditions can be used for other things as well, and that can go in another subevent to the main conditions or in the main event itself.

    Example: In a platformer, You would have "user is pressing right" with three subevents: is pressing a, set speed to 500; is not pressing a, set speed to 250; run once, set char boolean moving true.

  • I am making an RPG system similar to Elder Scrolls and Ultima, but I like the way UO always put information in a little text box so you can see what's been happening, re-read messages, see combat output, etc.

    I understand how to make the Text object put new text in, but in order for it to input at the bottom, the keep focus on the bottom line, and keep scrolling up when you gain a skill etc, it requires a Java call from the browser object and requires the TextBox object. I don't like TextBox because I can't customize it with a transparent background or my own fonts etc.

    Again I've seen a few examples, but nothing I am really looking for.

    The best part about this is that it will ONLY output info, and you never input anything into the text area. This should make it easier to code for sure. If anyone has any info on this, please let me know.

    Yes, I've checked the forums already and found many examples that are good but not for what I'm doing.

    How it should work: Acrobatics has increased a point, and the text object should display "Acrobatics has gone up! It is now 2!" Then when sneak goes up, it should keep the previous text, and on a new line say "Sneak has gone up! It is now 13!" And so on, and so forth.

  • Okay, figured out the mirroring issue. Kept looking in the wrong place.

    However, though I can get the guy to stand on the ground, it is only because I have made the SCML container's size 0,0 for the obvious reason. Is there a way to have it not require to be 0,0?

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  • I just checked them and they are all correct. This is dumbfounding. I noticed the "box" that gets selected when the SCML object is selected. If it's higher than the character itself it puts him on the ground, but if centered he is floating as you see him there.

  • I got my animation imported to a project, but it doesn't collide with the floor like one assumes it should. Instead it stands above the solid object.

    Look in the example, it's pretty self explanatory. ALSO before I forget: how do I get his animations to mirror for left movement?

    Example (zip, project folder):

    caveman test

    Thanks for the help in advance.

  • Yep this is happening on 32 bit. It won't open at all. I posted as a remark on the blog, but glad I checked the forums, too.

    I was about to start playing around with the tilemap stuff, oh well.

  • I was designing some level advancement things and a global boolean would be perfect for what I'm doing. I know I can use integers but it's easier to look at the code saying "is or is not".

    Not in a hurry though, just a reminder. Something tells me that regardless of it's low priority it wouldn't be too hard to put it in.

    Thanks!

  • Okay thanks. I figured out the barrel should point right in the image editor now.

  • Is there any way at all to specify what part of a sprite is used for the turret "eye"? I can't find any information about it anywhere in documentation. I comprehend how the turret works, but for some reason there's no "image point looks at" or anything like that.

    IE: When I'm looking at a dog, and the dog moves, I move my eyes to look at the dog.

    In my game, this is all fine and good, but there doesn't seem to be a way to specify which side of the sprite is foremost for "looking" at another sprite. In other words, imagine me and the dog again, but when the dog moves, my "eyes" might be my shoulder and I'm turning for my shoulder to face the dog instead of my face itself.

  • I cannot believe I overlooked that.

    Your help was impeccable!

    <img src="smileys/smiley10.gif" border="0" align="middle" />

  • Forgot to comment my code, I usually take a day out to do that before it gets too big, but I hope it's not too confusing.

  • Exactly. I've always had problems with this before, and seeing that people have trouble the other way around blows my mind.

    Thanks in advanced for the help. Look at the sheet labeled "Trash"

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roracle

Member since 30 Apr, 2009

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