LI0NHART's Recent Forum Activity

  • Have a temporary duplicate of the sprite and move each one up and down accordingly

  • use a 2d array

    position 0,1 = level 1

    position 0,2 = level 2

    etc..

    When you collect a star on a level add a value of 1 to the corrisponding array position and to get the total amount throughout all levels just add up all the array values and set your global variable to it.

  • I've not done a drag and drop feature before, so not sure, maybe post a screen shot of the code?

  • I'd use 1 sprite object and put each image item in the object frames, then create a "price" instance variable for the object for each item, create one text object (which is set to the object "price" (copy the text object so there is multiple objects of the same instance) set each text object instance variable to the name of the item you wish the price value to hold. Do check on which frame item is selected and then add/deduct price value from the relates text value. Hope that makes sense, try looking at my Zelda tutorial, it may help you.

    https://www.scirra.com/tutorials/670/ze ... e-easy-way

  • Kyatric, yeah but its not the sort of thing i was thinking along the lines of the example below:

    When checking collisions with the new cell method it was advised to put the object at the top of a given set of events in order for it to use the cell method rather than at the bottom which was previously recommended with the old brute force method. Just little things like that is useful knowledge that some users may not know or have never came across in the post's (as they are not all in one place). As Tarkion say's this would be for veteran users and the creators ofC2 to post

  • I found it a very interesting read on the brute force and cell collisions post and was thinking a "Best Practices" sticky thread would be very useful in which people can learn how Construct 2 processes things and how best to impliment various things into our projects?

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  • The original method i tried i didn't as it was as the animation was playing it was set to the image points so there'd be no need to pin it

  • Still has the same problem, however i've done a work around using a centered sprite and pivot to mimic the sword. still none of the wiser why its does't work my original way. Thanks anyway guys :)

  • What is the difference between using x and y co-odrinates and the vector X and Y for movement of sprites?

  • So setting the collision box position when "sword attack animation is playing" causes the problem?, mmm not sure why. I'll try those 2 options and see if that solves it, thanks guys much appreciated :).

  • Hi all,

    I have a problem thats brought my rpg game development to a hault.

    I have a character that has a sword attack animation and in those frames of the attack is an "image point" thats postioned at the end of the sword in each frame.

    When the user attacks and the attack animation starts to play i have a small sprite box that i use as a collision box for the sword to hit enemies.

    The collision box is created when the sword attack animation starts(once only) at the "Image point" at the end of the sword.

    As the attack moves throught the various frames the Collision box is supposed to set itself to the "Image point", however the collsion box positions does not tally with the "image points" of each frame. So its causing my sword collisons to be way off.

    There is nothing i can see that could cause this.

    I'm working on another way to add collisions to my sword attack in the event i cant solve this.I would like to know if anyone could help on this matter and would be much appreciated.

  • cheers guys much appreciated :)

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LI0NHART

Member since 11 Nov, 2012

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