bscarl88's Recent Forum Activity

  • I've read that blog post, but didn't find anything specifically on booleans vs variables. But if you say it doesnt matter, I believe you guys!     I wanted to use a boolean, but whenever I try to check if the condition is true or not (I'm guessing "Is Instance Boolean Set" is asking if it is true) it doesn't work.   I think i'll stick with a 0 or 1, even though I'll be having around 6 or more instance variables per character.

  • Is there any performance or memory bonus to using a boolean over a number?

    So like if my character is running, I set ISRunning to True or 1?

    I only say this because I started off using numbers for my game, and I want to switch but this means I have to go through every instance that I have used a number instead of a boolean (i have many more than just running conditions).

    And now I can't figure out how to so whether IsRunning is true for conditions.   "Is Instance Boolean Set" seems to not work

  • Another way to do it, for fighting game example...

    If I my character is attacking, I set his   IsAttacking instance variable to 1. So for any button that I don't want to interrupt his attack's (like running, or another attack) , I do this...

    IsAttacking 0

    and SideAttack is pressed = > set IsAttacking to 1, play animation side attack,     

    so If i press the run button, it won't work while he's attacking.

    IsAttacking 0

    AND run is pressed. => Run

    Then I clean it up by...

    on Any Animation Finished = > Set IsAttacking to 0

    This way, animations can't interrupt him while he's attacking.

    Just another way to do things :)

  • I just started from scratch and it works now :)

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  • I ended up getting it to work by putting an IsCharging Variable onto the character.

    |On J Press| > [Is Left OR Right Pressed AND Player is running] set side charge animation, set IsCharging to 1

    |On J Release AND IsCharging = 1| > Set IsCharging to 0,

    set animation SideAttack,

    set IsAttacking to 1

    Boomshakalaka

  • I'm trying to add a "charging attack" animation for when I press two buttons at the same time (D and J). But I also have various other animations setup for ground, running, and air attacks. My goal is to do a charge attack animation (D + J [while on ground] and [not running]), then when J is released, they do their kick animation.

    dropbox.com/s/w1zloxmzdtyzsns/AttackActions.png

    I can't get the charge to work, I've tried a few other variations to no avail :(

  • Yup, I put them on google docs as an .RAR    Except maybe it's because I didnt unzip them, and just tried to run the .exe from the RAR

  • hmmm   that's odd because when I exported with awesomium, it wouldnt open on my other computer because it said it didnt have awesomeium installed.   I just clicked export, then awesomeium

  • So i tried to export my game using awesomeium, except if anyone is going to run it, they need awesomeium installed. How do I get by this without the user having to install it?

  • Fantastic!! Thank you so much!!

  • why didn't I get my gold medal for buying construct 2?

  • you can copy and paste events   (control click to select individual, or shift click to select multiple)   but as mystazsea mentioned, you need to have all the same object/names or else it won't work.   

    My suggestion to you is... do a side by side comparison, and create the events yourself. This will help you learn the software, and get a better understanding of the events/order of events and such

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bscarl88

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