Smileh's Recent Forum Activity

  • It will be hard to diagnose your issue without seeing your events.

    I have a few ideas for you though. Firstly, if it is a simple flash, you don't need to use an animation, you could just adjust opacity from 0-100 a few times really quick.

    Second, you can use If-Else chains to signify priority. Else events will only run if the previous one did not.

    Else won't do the work for what I've seen from my tests.

    About the opacity won't do the work I really want to play the animation because my character is flubberlike so whenever it takes hit it decompose into small particles and becomes one again. So it is so important to play the takehit animation whenever I call the function takehit.

  • Hello.

    I'm lossing my mind trying to find a fix for this issue. Here's the problem:

    I want to set a "TakeHit" animation whenever I call the funcion TakeHit, which subtracts 1 from HP and sets the player flashing. If I just add the set animation to "takehit" on the function it wont do anything because other animation events are not allowin this to happen.

    Animations events are a few such as platform is on floor and not moving set to idle, if moving set to run. if falling to fall, if jumping to jump and so on.

    I added the condition not flashing to the idle animation events and it worked just for that one but it doesnt work with others.

    Then I tried to add an event like if player is flashing set animation to takehit and it does work but it just plays the frame 0 somehow and it wont play the full animation.

    Is there any possible fix for this?

    Thanks

  • There is a shader effect somewhere, i believe made by "Somebody" that do what you want. Scrolls the image texture of the object.

    Basically let's say I want to make a waterfall but I wan't to have one base waterfall and adjust the height and width of the waterfall as I please. Basically a tiledbackground would allow me to do that, but then I lack the animation.

  • Might try:

    It doesn't work. I need exactly this but I need to play an animation. The only way I found was to use a sprite on top of it but it doesnt seem handy.

    Is there any way?

  • Hello

    I'm making a pixel art platformer and the level one is based on the sewers. I made almost the whole tilemap in which I have a few pipes pouring out dirty water. I want to add an animation kinda like a waterfall falling from the pipe.

    So far I can do it making a sprite and duplicating it along the way until reaching the ground, but I have a feeling is not the way to do it. Tiled background would be the best but you can't load an animation.

    Is there any other way to achieve this effect?

    Thank you!

  • Yes it will spawn the object on the layer that the player is on at the time the event is triggered. player.LayerName is the current layer that the player is on.

    Thanks! So I guess this is a smart way to use this call right? Would you suggest such a thing?

  • Hello fellas.

    So I am going through some capx from assets and engines made by users to learn how they do some stuff and I encountered this code quite a lot.

    Basically when the dev wants to spawn something on the player does this code:

    player is the player box/hitbox.

    Spawn whateveryouwanttospawn on layer player.LayerName(imagepoint 1).

    Excuse me if I sound silly but normally if you use this event you will have to select the layer you want to spawn it but I'm guessing this is some code to use the event in your favour and actually spawn it on the player itself? I'm kinda confused. He does this quite a lot

    Thanks for the help in advance

  • Hello guys,

    I'm trying to learn how to code with C2 and I am looking for complete tutorials if possible with mockups and specially if they're in video format.

    This is a great example of what I am looking for:

    https://www.youtube.com/playlist?list=P ... 0ewHjdE20e

    Would appreciate if they were on the same level of knowledge since this series has been kinda hard for me with a few functions and instance variables.

    Thank you!

  • Not really need to do this but I'd like to know how to do it as well, might come handy.

    Good question.

  • Thanks ryanrybot that was what I was looking for!

    Yeah that was my plan, pin the spriter object to an invisible rectangle. I wanted to used a player box even if I used framed sheets because of collisions so I guess it makes no difference.

    Glad I can import the spriter animations later on.

    One more question in case you know it. If I import an spriter scml and later on I have an updated version of the animations/artwork, do I have to delete and import a new one or can I "refresh it"?

    Thanks!

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  • From a gameplay perspective everything should be blocked in - the art comes later.

    I understand your point, since I'll be using a rectangle box for the player and then I guess I will have to pin the Spriter animation to the player box

    BUT

    Since I've never worked with a Spriter import, all my experience is based on framed sprites so I would like some inside from someone with experience in this.

    Thanks!

  • Any idea?

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Smileh

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