wretchedshark's Recent Forum Activity

  • glad i could help, your game looks awesome! <img src="smileys/smiley1.gif" border="0" align="middle" />

  • sman118 - i see what you mean, this seems to be working.

    add an instance variable to PlayerAnim called fallFinished, its a boolean and default is set to false. update event 22 as follows and add two more events to reset it to false.

    <img src="https://dl.dropbox.com/s/9uy4ndtjgiw48p4/sman118_fix.jpg" border="0" />

  • sman118 - oh kay i see! i think this is working now, let me know.

    toggle disable the event with the "PlayerAnim on animation "Fall" finished" condition and "fallLoop" action (i added events so i think it was event 23?)

    event 22 now looks like

    22- player - platform is not on floor

    22- System - FlyToggle = 0

       23 - (sub-event) - player - platform on fall > (action) PlayerAnim - Set animation to "Fall" play from beginning

        24- (separate sub-event) - PlayerAnim - on animation "Fall" finished - (action) PlayerAnim "FallLoop" play from beginning

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  • sman118 -

    event 22 change to:

    system - FlyToggle = 0

    Player - Platform is not on floor

  • have you tried creating the logic for them using variables?

    like player picks up the object > set globalvariableachieve1 to 1

    compare - globalvariableachieve1 = 0 set animation to "notachieved"

    compare - globalvariableachieve2 = 1 set animation to "achieved"

    as long as you don't have something in your code that resets all of the global variable this could work well (like on start of layout reset global variable)

  • Discmach - also pm'd

  • you could also set a global variable to the random(3, 9) and then do every globalVariable seconds, and set it to reset as you need (say after the attack set global variable random(3, 9)

  • my endless runner i have been working on :D

    OH DEER

  • r4dicaldreamer - i haven't really thought of one yet, try disabling the lines that limit the range and see if that fixes it. if so you could try adding more lines for when the mouse is out of range and have it just set the angle while it's doing that and i will have a look later <img src="smileys/smiley1.gif" border="0" align="middle" />

  • r4dicaldreamer - i believe it is due to the way the range is set up, if you're past the range when you switch over to the other side is just mirrors that angle.

  • r4dicaldreamer - when does this occur? right when you look left or right, or when the mouse is near the center point of the player or?

  • Ashley - just wanted to mention this is in r117 (which i know is a beta <img src="smileys/smiley1.gif" border="0" align="middle" />). it only seems to happen at higher ground speeds in my project (player's x is set every tick to remain stationary while the platforms travel at the player)

    edit: it seems that it happens when the corner of the player connects with the corner of the platform, almost like a falling through the map glitch/bug.

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wretchedshark

Member since 23 Nov, 2012

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