Frostein's Recent Forum Activity

  • The circle halves need to be an even number in size, 128,256,512 etc. I used the sprite images in the samples the tutorial provides

  • Im looking to try and export my multiplayer game and test it with a friend.

    Where do i start?

  • Thanks for the help yet again! However i decided to go with the lazy route, and just use the objects i already have synced. all animations have the same collision size/shape so it shouldnt be too much of a problem!

  • Basically need a way to give the 'sprite anims' object the same 'player_name' variable as the 'Sprite'. so that when 'Sprite' changes variables, it changes the associated 'sprite_anims' variables too. Which in turn play the animations. stumped.

  • You need a separate event for when both keys are pressed.

    if 'player object' is jumping + direction button is pressed > Set animation 'Jump'

  • You can use On animation finished, set animation to idle.

    Or On key released (Shoot button), set animation state to idle

    Maybe check to see if you have the 'spit' animation set to loop, in animation properties.

  • Ok, so i'm having actual nightmares about this.

    I've got a 1 v 1 multiplayer game. I'm trying to add another object 'Sprite_Anims' to play animations for the main player object 'Sprite'.

    To change the animations, i am using the player inputs to send messages. The messages change variables on the Player object 'Sprite'. so if 'Sprite' variable 'Attack' = 1, the object 'Sprite_Anims' should play 'Attack' animation.

    I've tried approaching this the same way as i did with the player object, by assigning the Multiplayer ID's to a variable 'Player_Name'.

    This works fine with the player object 'Sprite', each instance gets assigned the correct ID, and the variables are set accordingly to the input messages.

    However, the animation object 'Sprite_Anims' is haunting me. It appears that the variable 'Player_Name' isnt being properly set to the Multiplayer ID's, and im not sure why. It looks like both instances are assigned the same ID.

    If anyone could take a look and point me in the right direction, then maybe i could be sane once again.

    Thanks.

    imgur.com/MFvHkp6

  • Thanks for the tip, ill give it a go.

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  • Create the group and drag all your sprite objects into it. Then you can use the System set group active event.

  • Heres a tutorial youtube.com/watch

    Pretty simple, i was able to follow it an recreate in 20 mins or so.

  • Hi, im trying to make cooldowns for abilities. When 'player sprite' spawns 'bullet object' id like to wait until the bullet is destroyed to spawn another.

    Ive tried doing it with a 'cooldown' variable but it seems to have no effect. This is what i have,

    On right click / if 'cooldown' = 0 > create 'bullet object'

    On 'bullet object' Created > set 'cooldown' to 1

    On 'bullet object' Destroyed > set 'cooldown' to 0

    On bullet distance traveled >600 > Destroy 'bullet object'

    Ive tried a few variations of this. Sometimes it has no effect, other times you can just spawn 1 then no more after that. Any ideas would be appreciated ty.

  • Haha nice one! its always something mega simple that you would never think of. Looking forward to seeing your game.

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Frostein

Member since 20 May, 2015

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