wretchedshark's Recent Forum Activity

  • if you are using the 8 direction behaviour you can set, on the left side, from 8 directions to 4.

  • oh i see, i just thought it was where his walking animation would stick after jumping near a wall, my bad!

    • event 9 you have "set animation to "running" " - there is no "running" animation, change to "walking"

    also change 9 and add another event as follows:

    https://www.dropbox.com/s/i0k10g1nozst33x/bonk.png

    if you need more help or i've, again, missed something just tag me with wretchedshark in your post <img src="smileys/smiley1.gif" border="0" align="middle">

  • my dream game is a survival horror RPG game where you could either stay and build up your stronghold or choose to roam from place to place trying to survive and searching for other survivors. Each would have their benefits and at any time you could choose to start making a new stronghold or leave your stronghold to roam.

    The player would have to manage different things other than just staying alive, hunger, boredom, loneliness, they could get sick and die type of thing. The more the player would do one thing the better they would get at it, say constructing barricades or scavenging for supplies.

    The game would have night and day cycles, there would be randomly spawned items and you could "craft" new items or make things that would have greater benefits.

    And zombies of course.

  • shinkan - there are no gaps when your tiled background scrolls off the screen and resets up the screen but the code doesn't "reset" the Y position of the tiled background using dt "set Y to self.y -1080"

    or is it because it's using it's current Y (which could be a float) that it is already accounting for dt upon resetting back up the screen?

    ...that gives me an idea

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  • https://www.dropbox.com/s/9e25n03r576s24k/bringmewaterharry.capx

    unless i'm misunderstanding/missing something...

    (if you look at the example you linked, it looks like the dock sprite only goes to the water - there are missing pixels in the water animation covering the bits, so i kind of imagine they tiled light water and dark water, so it appears to be overlapping but is really just a tiled illusion)

  • - event 8 try replacing it with player - platform - is moving, inverted (platform is not moving). if you add a jump animation in later add another condition to that event as well "is not jumping".

  • - if your water on the left is made to look that way through opacity is it possible to just create an event where the tiles that overlap other objects opacity is set to full, thus creating that effect?

  • Alcemon - have you tried using UID's and a variable somehow?

    so something like:

    • spawn sprite1
    • set spriteUID to sprite1.UID
    • manipulate that sprite1 via sprite1(spriteUID).X (for example)
    • repeat the cycle

    is that what you mean or did i misinterpret? <img src="smileys/smiley1.gif" border="0" align="middle" />

  • ShabbyCat - if you have a whole bunch of "on start of layout" events and actions for each sprite you can stick them in the same "on start of layout event".

    eg.

    on start of layout

            > sprite1 destroy

            > sprite2 set opacity 50

            > sprite3 set x to 50

    • system compare varible1 - is greater than 1 (sub-event)

            > sprite2 set sprite2.angle to 90

    is this what you mean?

  • Hexxiss - i think someone in another thread mentioned that global variables will persist in different layouts that that event sheet is attached too.

    as long as you don't have events that reset the global variable on the start of the layout or some where in the event sheet (unless you want something to reset them).

  • they are run from top to bottom

    i made a quick example to illustrate how it can affect things:

    https://www.dropbox.com/s/ehgkehunyg0d05y/decidingfactor.capx

  • i have visions of zombies swimming in my head imagining pathfinding + some way to do a circling behavior.

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wretchedshark

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