LittleStain's Recent Forum Activity

  • I'm afraid that without seeing your capx and/or events this question can not be answered..

  • Sounds great..

    If you could share your capx, it would be a lot easier..

    Without seeing the actual events, advise will be pretty abstract..

    You could for example set a variable to the uid of the character and reference that uid in the functions and/or events of the command menu..

  • Event 17 can never be true, because how can an animation that isn't playing finish?

    Also event 15 is still triggered every tick keyboardinput = 5, so animation is set to idle every tick..

    You seem to be missing some basic knowledge on how events and conditions work..

    animation idle2 is not playing should be a condition of event 15, not a subevent..

  • So what is the exact event/conditions?

    In what way do you want to reference the correct instance?

    You press e beside a character..

    I'm not exactly sure what this means, but how should the computer know beside which character you are, so how would it know which character you mean?

  • Using timer behaviour would make it easier..

    A waited event will still run if inbetween things have changed..

  • something simple like:

    player is overlapping

    player set y : self.y-5

    would work..

  • Well ofcourse this doesn't work..

    every tick keyboardinput is 5, the animation is set to idle..

    if you add the condition

    sprite is not playing animation "idle02"

    it swiches animations

    adding the event

    on animation "idle02" finished

    set animation to idle

    will make the switch complete

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  • LittleStain - Local variables are indeed shown only when they are within their scope but what I am trying to tell you that all the other global variables are shown there too, besides the local variables. That does not help as the list is getting longer. This has nothing to do with how I set up my variables I dont think, only how C2 displays the lists of variables - both global and local are in the same bag when looking for local (not when looking for global), unless indeed there is something wrong with my workflow, thus I am trying to find out.

    Edit: To illustrate:

    What happens:

    Looking for local variables - list:

    Global variables x 1000

    Local varibales x 10

    Looking for global variables - list:

    Global variables x 1000

    What I would like:

    Looking for local variables - list:

    Local varibales x 10 -----> only - no global variables available to choose --> makes list waaaay shorter

    Looking for global variables - list:

    Global variables x 1000

    I'm sorry..

    1000 global variables?

    I know this is meant as an exaggeration, but even 100 would sound ridiculous..

  • How have you got your grid set up?

    Are you using a tilemap or something else?

  • You do know every x seconds is counted from the start of the game and not from the moment the condition becomes true?

    it would probably be better to use wait or timer behaviour to accomplish this..

  • LittleStain - Local variables are indeed shown only when they are within their scope but what I am trying to tell you that all the other global variables are shown there too, besides the local variables. That does not help as the list is getting longer. This has nothing to do with how I set up my variables I dont think, only how C2 displays the lists of variables - both global and local are in the same bag when looking for local (not when looking for global), unless indeed there is something wrong with my workflow, thus I am trying to find out.

    I'm just wondering why your list is so long..

    Shouldn't be nescessary..

    Like I said, there are other ways to keep global values, which as you see now, you cou'd benefit from..

  • LittleStain Would that work though? Setting a constant limit to how zoomed out the map could go would be a bad thing for players with both large and small resolutions. To cater for all resolutions with this surely the zoomout would have to be small so those with large resolutions don't see outside the layout by zooming out too far. But then those with small resolution would not be able to zoom out so much as to make the zoom useful.

    You could set the lower and upper values based on windowwidth (resolution) or viewportwidth compared to projectsize , right?

    no reason to use a constant limit..

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LittleStain

Member since 26 Apr, 2011

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