Japur's Recent Forum Activity

  • Thanks for the effort!

    But I'm afraid I can't open your .cap file because of the version-issues of Construct. And I can't update either, so that's a bit of a problem...

    As for your EDIT: that's what I was trying to do. I did it like this, but it does not work. How can I make it work?

    http://i51.tinypic.com/u39ep.png

    (link because image is big)

    What I did here was create a NPC (Mitch). I first check if the player hasn't already seen the tutorial, and if not, then when your mouse is over Mitch, a balloon pops up above his head. When the balloon is visible (and above his head), you can click him to make the tutorial visible.

    When the tutorial is visible, you should be able to click anywhere or push any button to advance to the next animation frame, but that doesn't work. Is it because I use so much Subevents?

  • Hi all,

    I was wondering if someone could please explain me a pretty basic system: an ingame tutorial.

    I have a set of 7 images, which have to follow each other up. So when you click an object (a NPC in this case), the first image has to show up, en when you click anywhere on the screen, the next one should follow. Then you can click for the next one, etc., up untill the seventh image has showed up: then the image has to disappear, making sure that the player is able to click the NPC again to start it all over again.

    Oh, and the images are 50% transparent, so when an image is on the screen, the previous ones have to be invisible.

    Thanks in advance and have a good day,

    Japur

  • Okay, so now I've created a system that I call a 'Paralleling Animation Structure', in which there is a physical, invisible player (a block) and three almost identical sprites, which represent the different ages. It works great, but there is something that does not work: mirroring. The sprites won't flip horizontally when I press "Move left", while they should be turning around.

    Any ideas? This is my control event sheet:

    <img src="http://i54.tinypic.com/1zyc5dl.png">

    I've set the sprites' locations to (PlayerX-[number],PlayerY) because then I can see what they're doing, and they don't overlap each other, but in the end, I will just set them to (PlayerX,PlayerY).

  • I know, thanks for that!

    Hmm, that could be the case! So after I set the animation, I have to play the animation? Once? Twice? Every time the control is being pressed?

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  • Well, by default, you're the adult man. So I've just created some new animations for old and young, and then set the animation to those animations when you're young and old. But, as I mentioned, that doesn't seem to work; I'm having a problem with the animation. Because when I walk as an old or as a young player, the animation stucks at the first frame, but I'm having exactly the same event sheet for animation as with the adult version.

    I don't know if I'm explaining it correctly, but that is what I see.

  • Hi, everyone!

    I'm currently creating a little platform game in Construct for some contest, and I'm having the following question.

    The main system consist of age changing. You have three buttons in a HUD, each one holding a different age. You have young, which means that you're fast and physicly capable, there's adult (grown man) which means you can lift and move heavy things, and there's old, and in that case you have a walking-stick with which you can hit monsters and thus attack.

    Now I'm asking if there are any suggestions on how to do this. I'm currently having the following system: when you click one of the buttons, the animationsheet changes, as does the part in the event sheet where the walking animations are defined. Also, your platform movements stats change to either better or worse, minding which state/age you are currently in. Also, when you're a man, objects like boxes and heavy stuff become available, and when your old, you can attack monsters instead of only the other way around.

    But that doesn't work very well. When I change my age, the kid and the gramps don't animate, they keep stuck in one of the two frames of my walking animation that I have set for them.

    So is there a better way to do this? Like, set up the first 3 players with different stats and variables, and then change players everytime you click a button?

    Thanks in advance for thinking with me,

    Japur

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Japur

Member since 12 Apr, 2011

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