Kazan's Recent Forum Activity

  • You're right, it was the addons fault.

    On a whim I was playing with while loops. Without the behavior they stop, with it they don't. How strange.

    Anyway you were a huge help. Thanks so much for taking the time to help me

  • Thanks, I'll have a look at it. I appreciate the help!

    Seems very odd to me C2 doesn't have a way to break a loop though.

  • Thanks, I see what you're doing there but that's exactly the issue I'm having. As soon as you turn his platform behavior back on he'll pick up right where he left off and continue moving.

    I can stop him while he's walking no problem, but I'm looking more for a way to stop the entire movement loop completely while he's walking. Because I want his platform behavior available for other actions.

    In the actual game I have for each events on the enemies because there's more than one of them. You would think the stop loop action would work... but it doesn't seem to.

    Thanks for helping though, much appreciated.

  • Sure. I can't post the game but here's a quick mock-up.

    https://dl.dropboxusercontent.com/u/349 ... point.capx

    It uses a custom behavior by RexRainbow however so you'll need that to open it.

    https://dl.dropboxusercontent.com/u/577 ... oveto.html

  • So basically I have an enemy with the platform behavior that will move back and forth between waypoint sprites. When he reaches a waypoint he then PICKS another waypoint at random and then moves towards it, rinse and repeat.

    I am trying to get him to stop while he's on his way to a waypoint.

    I can stop him once he gets there but if he's already picked the waypoint I can't. I've tried disabling the waypoint group itself, I've tried inserting variables here and there. Nothing seems to work. I can stop him temporarily by disabling his platform behavior, but once I start it back up he just picks up where he left off lol.

    It seems like once he's picked the waypoint and the event is running there's no stopping it. I thought about destroying the waypoint he picked, that might work right? But unfortunately for other reasons in the game destroying the waypoint isn't an option.

    Any ideas on this one? I feel like I'm missing something fairly simple here.

  • Hi everyone.

    I've been working on a game by my lonesome for the past few months and I'm looking for an artist who can help pull a character design out of my head and put him onto paper. I know what he looks like, I can see bit n' pieces of him, but I need you to help put it all together.

    Basically what I need are some solid concept works of a single humanoid/human character in a flat shaded, hand drawn kind of style. The character has both realistic and semi-cartoony elements as well so keep that in mind. I might also have need of some reference sketches for 3D modelling later on but that's not important now. It's not a complicated design really, actually I imagine it would be a fairly simple character for someone who isn't me But I would like to work back and forth with you until we can hit on something...final.

    I'm not a big studio or anything, I'm just a single guy working on a game while working a 9 to 5 job in the meantime, so keep that in mind when you send me your rates lol But honestly if I like your portfolio and I think you're the best person for the job I'll do everything within my power to meet your fees. And down the line I'll have need of more character designs for sure.

    (I can only pay via PayPal btw)

    Contact:

    Send me a few samples of your work including your standard rates if you would be so kind.

    I'm not able to get on the Scirra Website as often as I'd like, so if you want to get ahold of me email is the best way for now.

    Thanks all!

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  • I have this problem as well with 170.

    Previewing with Node Webkit is perfect. Exported is anything but.

    It's not only screwing up the appearance of sprites but it's also moving them slightly off of the positions I've placed them at.

  • I did try that actually, it works but there's an awkward few moments where the character is literally standing still while the run animation continues to play. It doesn't quite look right.

    It's also dependent on when the player lets go off the movement key. If they happen to let go of the key on the first frame of the run animation the entire run animation plays and then the runstop animation, it looks bad. If they let go on the last frame the runstop animation plays immediately and it looks good lol.

    Not quite sure where to go from here.

  • Hi everyone.

    What I mean is, say you have an idle animation and a running animation. The player holds the movement key down and the character stops his idle animation and starts (duh) running. Player then lets go of the run key and the character then snaps back into his idle pose.

    In most instances that works just fine. But sometimes that can create an incredibly jarring effect as the characters just snaps back into his idle pose from a full blown run. The same can happen when he STARTS running, to go from idle to running in a split second can look pretty odd in some cases. I guess it can depend on the art used and how smooth some of your animations are.

    I've tried creating some intermediate animations to deal with it. An idle into a run animation for instance that plays and when it ends the normal run animation starts. It works great, very smooth and fluid. But what about stopping?

    Stopping is where I need help. This is tricky to explain so bear with me lol. I have a run animation 10 frames long. I also have a stop running into an idle animation about 5 frames long.

    If the player stops holding the run key down at the exact second the running frame matches first frame of the stop running animation then it works awesome. But if they let go of the key at any one of the other 9 frames of the running animation it puts me back to square one, a jarring transition into a transition animation lol.

    Obviously creating 10 different sets of transition animations to account for every frame of the running animation is out of the question.

    So I guess what I'm asking is there any way to do this a bit easier? Have you ever tried anything like this before? What were your experiences like? Sorry for being so long winded, hopefully you know what I'm getting at.

    Thanks guys.

  • Hmm, don't understand really. Not sure what you mean by platform.x.start. Construct throws an error if I try to add a value after an objects X.

    Tried imagepoints instead.

    player.x > than platform.imagepointx(0)

    or

    player.x < than platform.imagepointx(1)

    Set Platform Maximum Speed to Zero

    Will result in... nothing happening. I'm also not sure how I could resume the players movement if I'm stopping them once they hit the edge. Could you possibly explain further?

    Thanks for helping, it appears to be fairly simple but I've always struggled with some of C2's more basic concepts lol.

  • Hi.

    I'm curious on how to do something.

    I have my player character (has the platform behavior) standing on a platform, they're able to move along it normally. Now when they get to the edge of the platform I don't want them to fall off, I want them to just stop right at the edges of it. Know what I mean?

    Yes I thought about adding an invisible solid object to the edges of the platform to keep the player "inside" the platforms' boundaries, but for reasons that affect other areas of the game I CANNOT make those edge markers solid.

    Any other less obtrusive ways to pull this off?

    I thought about adding something like 2 image points to the edges, but not sure how I could get the character to stop moving like that.

    Thanks for any help

  • Thank you so much. That's such a clean and elegant way of doing this. I was using a completely different expression, it was getting me nowhere but I couldn't think of what else to try. I really need to become more familiar with picking.

    Thanks again, big help

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Kazan

Member since 15 Jan, 2012

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