bscarl88's Recent Forum Activity

  • Yup! I uploaded the capx so anyone can see. This makes it much easier for my artist and I to get the animations working smoothly. He can make a well made animation that spans an area, and I can import it in and make it work without making my character look like he's sliding across the screen.

    What I'll have to do is, while the animation is playing, disable the player block and enable the sprites collision boxes instead, only during the animation. Then create collision boxes that are only around the player within the canvas (since the canvas is much bigger than the individual sprite image)

  • Here's how I accomplished this...

    I have an animation that travels the distance of about 120 pixels.

    <img src="http://network.mugenguild.com/balthazar/gallery2/HurricaneKick.gif" border="0" />

    I have it so the animation sprite is pinned onto a box sprite. So when the kick animation above is finished, it goes back to the box which is still placed at the beginning of the animation, instead of the last remaning position of the animation.

    What needs to happen, for fluidity purposes, is the player box should be positioned to a new image point, located at the end of the animation.

    This is done by

    [On Animation "Attack" Finish] ==> Set |Player Position| to |AnimationSprite (image point 1)|

    This started off as a question, but I answered my question before I could post haha     Here's a dumbed down version of something I'm working on for the sake of an example.

    dropbox.com/s/w6tg92cpfmbvxnr/Fluent%20Animation%20Example.capx

  • As for my previous question, I found out through reading through tons of posts that it really doesn't matter which you do, the main part of the processing power comes from the animations, so go ahead and load up your events, because they don't use up most of the CPU power.

  • It seems that whenever I make a change in my code, it won't make a change in my preview,   I think I read somewhere else this happened to someone. Maybe it's because of my event order.

    dropbox.com/s/mhwu344b2rmnt5e/Test.capx

    EDIT - Added file

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  • Hey Nordentipwel,

    I was looking at your capx and it has some great concepts to it! Do you mind if I study it and use some of the concepts as a basis for my game?

  • If this has been worked on, I'd be interested in looking at it :)

  • really? thanks! I really appreciate it!    

    I think the hardest part is going to get all the different attack animations down. I'm going to have a run attack, back and forward air attacks, standing/charge attacks (all very similar to super smash brothers).

    I think I have found a way to stop some button presses from messing with animations and ending animations early.

    I played around with Player disable, and platform ignore input. What i'll do is attatch a boolean to each character and say if AttackAnimation = true, ignore input AND disable character or something. (Maybe disable character is not the way to do it) But thank you very much for your help!

  • awe ok, haha just an idea

  • What do you guys think?   That would be awesome if I had a slow day at work, and could mess with it on my iPad.

    At least be able alter an event sheet and test your game.

    And construct 2 is created out of C++ isn't it? So that should't be too hard to transform into C#

  • Been working on my project for a good 8 hours now, can't figure out how to keep my animation from switching mid animation due to button input.

    And My run attack only goes off while player is in movement, so I must hold down the button the whole time. I have my platform like so...

    (AWD - simulates movement now.)

    On Right Arrow Pressed - [Sub Cat(platform IS moving, platform IS on floor) RunAttack]

    [Other Sub(platform IS NOT moving, platform IS on floor) Kick]

    dropbox.com/s/ask2ywuw904vj74/FightingGame_11032012.capx

  • Ah ok, thank you very much!

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bscarl88

Member since 11 Oct, 2012

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