bscarl88's Recent Forum Activity

  • dropbox.com/s/bn57kovwol61nfb/New%20project.caproj

    hopefully that works.   Use AWD to move when you press right arrow while hes moving hes supposed to do do a side kick. And if he's standing still, he's supposed to do another kick when you release right arrow. But instead he only does the kick while you hold Run

  • dropbox.com/s/bn57kovwol61nfb/New%20project.caproj

    hopefully that works.   Use AWD to move when you press right arrow while hes moving hes supposed to do do a side kick. And if he's standing still, he's supposed to do another kick when you release right arrow. But instead he only does the kick while you hold Run

  • I'll definitely do that for when I get home for everyone to look at. I think what it is, is I have it set so that when run animation is playing, AND right attack button is pressed, do kick.. so now the kick only works when I hold in the run button.   I guesss I am just confused on the proper setup of actions and multi button moves.

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  • Here's what I meant on the best practice stuff, in case anyone needs it!

    scirra.com/manual/134/performance-tips

  • Voted! I'll wait to purchase it until it gets on steam, that way their sales look better to steam!

  • Actually a better question would be, which of these methods takes less cpu power? Adding a global variable to check for a value, or using the events?

  • 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 won't go off. 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]

    I'll post my code, but I currently don't know how

  • Hmmmm I have them setup like that though. :(. How do you post the file?

  • Yup! I understand!   Instead of using variables, i would I just use the platformer actions though right?   Like when player is moving do this if in air or this of on ground?

  • So if i'm trying to make my character have air moves, running moves, standing moves, and each have 4 different directions. (running attack, air side attack, land side attack, air up attack, land up attack etc.) Do i put sub categories under every button saying....   If (Move right) is down, and (sub-category - attack right is pressed AND character is on ground DO this) or (Sub-category - attach right is pressed AND character is in air DO This) so on so forth?

    And how do I make it so the player can't press a button to initiate another attack until the current one has finished?

    I would post my file if I knew how :(

    Thanks guys! I'm really enjoying this engine! I spent about 10 hours playing with it yesterday, i just wish there were more tutorials

  • can I not open .cap files with the free version of construct 2?

    Are there any other sources on how to do fighting games? I'm trying to soak in all the knowledge I can

  • not necessarily the sprite, but the canvas itself. Should i keep it the same per animation to ensure a fluent animation?

    I'm really looking for some "Best practice" kind of stuff.

    As for collision boxes, wouldn't a sprite shaped collision box take up a lot of memory and cpu usage? I was just going to go in and morph a 4-6 point object per frame to call the collision box

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bscarl88

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