Landermere's Recent Forum Activity

  • check if the original spritefont.png's name was changed into something else.

    Failing that, I would recommend adding a file called "SpriteFont.png" and see if that resolves the issue of a missing file

  • I'm going to make the shorthand for "player is pressing" to the term "Input"

    When keydown = Up | play "left" animation

    and keydown = left |

    you may want to check this and if it doesn't work as intended you may want to add other conditions to the standard up down left right movements

    for example

    when keydown = up | play animation up

    and keydown is not = to left |

    you can achieve the "not equal to" by right clicking the event and selecting "invert"

    Hopefully that helps

  • Kincaid

    OH! my bad....I guess I missed out the part where the swing animation is not facing the correct way lmao. Oops.

    So for the animation of the swing, I would link it with your movement inputs from the player so

    when player pressed "W" play "swing_north" animation.

  • I'm suggesting that you do not spawn the animation, merely make it visible when you swing your sword

    When you change the angle of motion of the player (original angle is 0 which will be east) the whole sprite changes angle so to will the imagepoint

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • You could just pin it to the movement

    You can have 1 origin point on the right hand side of the movement sprite.

    When the movement sprite turns towards an angle, that image will also move to that side.

    if you pin the swing sprite to the player on start of layout and make it invisible, when you turn the player movement it should also turn so just set it to visible

  • I'm having a look now but without knowing what's in the json, I'm unsure as to what your intended outcomes are

  • I would recommend limiting how often the player uses the "slowtime" powerup by creating an instance variable that checks to see if power up is active.

    when obj_balloon is animation "ID_SlowTime" is playing | (do things) and set "powerup_active" = 1

    if obj_powerup on timer "slow time"

    and "Powerup_active" = 0

    set balloon speed to....

    set bullet speed to ....

    set powerup active = 0

    Give it a go and see if that works

  • If you separate your player into 2 different sprites; 1 controlling movement and 1 controlling animation, you could use these to check line of sight without having animations that change

  • Seems like sound logic + 1

  • You will have to send a link to the images, somewhere like pasteboard.co as the images are not viewable.

  • Once i realized that This had happened to me a while ago I knew the answer!

    Ok so here we go.

    You are setting the angle of motion which fundamentally turns your entire sprite.

    The way to combat this is to have 2 sprites that make up your playable character.

    One that handles animations and one that handles movement.

    In the game I am currently developing I have just this: "Player_Animation" and also "Player_Movement"

    Add the "Pin" behavior to the "Player_Animation" Sprite and all you do is pin the animation to the movement sprite on start of layout.

    It's a pain to switch them over but you have so much more control over both movement AND animations by having them as separate sprites

    If you like I can post a demo of this or rummage around for a tutorial lol.

    Hope this helps!

    Happy programming!

    Chris

  • I was going to suggest checking that the solid objects were on the same layer as the player and enemy, but thankfully you have found the answer YEY

Landermere's avatar

Landermere

Member since 17 Feb, 2016

None one is following Landermere yet!

Trophy Case

  • 8-Year Club
  • RTFM Read the fabulous manual
  • Email Verified

Progress

10/44
How to earn trophies