anthonydsf's Recent Forum Activity

  • hey spongehammer ! first at all thanks a lot for your so fast help ! let me just download firstly the last Construct 2 version as i have the 168 and you seem to have the 169, then i will test and answer you in a couple of minutes

  • Hi guys,

    i really need an urgent help from veteran of construct, i think there is something in the way i code some action who should be incorrect or i've missed something

    anyway, i'm not able to understand correctly the "for each" when i have multiple instance of the same monsters.

    Attached a very detailled but simple example.

    i have multiple instance of the same monster "this monster is composed of a monster box (having platform behavior) and a monster sprite (for all animation) both are in the same container and monster sprite are linked to a "monsters Family".

    Now try my sample ,

    -On Mouse left button or touch screen, you will spawn bullet

    -By default monsters are in "stand action" and "sleep state" (when you're mouse cursor is 200px close a monster it should swtich to "move_left" action and "awake" state)

    if you shoot a monsters (request 2 bullets), each monster, should :

    IF MOVING

    1- Stop

    2- jump (simulate by a vector y, in case monster are not on the ground)

    3 -then fall through the ground.

    Current problem :

    1 - Killing monster when they are in stand action not work

    hope someone could help me very soon to fix this problem, i'm pretty sure it's nothing. but it will be a big help for my construct understanding.

    thanks again for your time guys !

  • HuaHero hey ! i'm sorry i leave you alone on this case, just tell me if you have any other and this time i will help you!

  • rozpustelnik , hey after some hours finally i've found the solution to use the Timescale 0 and be able to set the timescale to 1 later, the solution look like a trick for me but it work perfectly and it's robust , the solution consist to use the wallclocktime system expression, and create a global variable who will store the wallclocktime + X time value , don't forget to reset to 0 each time the variable

    ok that's done for me on this topic

  • rozpustelnik , first at all thanks for your time ! yes i i set 0.01 it work but the rendering result is not what is expected

    what is strange is i can switch the time scale by pressing a key touch but i can't switch with a variable who ask to wait

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  • Can you please attack your .capx and i will check this immediatly

  • No problem, let me try to help you !

    ok the way you want to do it is correct , what is your jumping animation name ?

  • Hi Guys !

    i think i will become crazy soon

    this is my problem, when my character hit another one, i would like to freeze the game x millisecond

    so actually i simply ask "Under some conditions" to set the timescale to 0

    but for a reason i don't understand yet, from the moment the timescale value =0 , even if in my code i said

    "on freezed = 1

    set timescale to 0

    wait 0.3seconde

    set time scale to 1

    it not work at all , i'ts like the timescale 0 not allow me to turn back to 1 simply as i want

  • bscarl88,

    you can mesure the drag speed, by using the touch speed function, the easy way for you to be able to check in real time, is to create a debug text and everytick ask it to display the touchspeed.

  • ok fixed , just need to find a way now to stop the jump at any touch end and set the vector y to vectory y/2

  • EgoAnt

    thanks i've just checked ! it work but only on ground mean, while i'm jumping if i'm in touch , the player switch between jump to Attack,

    could we make impossible to attack while jumping and i would say even in the air ?

    thanks again

  • , just remember, the concept is

    if i touch i should jump

    or

    if i (touch and hold) i should attack on ground only

    thank you really much for your help !!!! :p i'm eager to view how you try to fix this

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anthonydsf

Member since 5 May, 2011

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