rbailey83's Recent Forum Activity

  • Any reason why sprite font text wouldn't show in game? I have tried the sprite fonts on different parts of the screen, created a new layer above everything and moved the sprite fonts to that layer but still won't display it when you play the game. Also tried closing the editor and re-opening but still no go.

    In Editor:

    In Game:

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  • Pinning the weapon is one way to do this.

    But probably a better solution would be to define an image point on the tip of the weapon (say, sword) and check if this point is overlapping an enemy:

    System-> Pick Enemy overlapping point (character.imagePointX("weapon"), character.imagePointY("weapon"))

    Awesome thank you

  • I have a sprite that includes the sprite with the weapon in hand and attack animation. How do I single out just the weapon on contact with enemy to do damage and not the whole character sprite? Or do I have to remove the weapon from each animation frame and then add the weapon to the character in editor and pin it to the character to make it a separate object?

  • Reuben ok thanks. I thought that may be the case but you never know what's out there and thought I'd check

  • I am looking for art packs/collections for a tcg similar to the pack found here

    https://graphicriver.net/item/tcg-cards ... 0?s_rank=1

    anyone know where I can find some more artwork like this in a collection either free or paid?

    Thanks

  • Well, I can see myself creating an event sheet just for this which won't be a problem since I'm not versed in arrays. But how exactly do I put together the event of 'On Level 1' -> If Complete -> Go to Layout 'Name'? I don't see an 'On Layout Name' event.

    Would I have to put together a system that requires comparing 2 global variables? I think I can manage something like that, but I'm not sure how to get the number out of my 'Layout Name' somehow to integrate it with a global variable that matches itself.

    There is a System > got to layout

    when you select that it will bring up a dropdown of all your layouts and you choose which layout to go to.

    I prefer that one to the layout by name just because you have to type in the layout name and if you make a spelling mistake in the layout name and don't catch it you might be longer at debugging what the problem is. However there might be more of a benefit to using layout by name that i am not aware of. dop2000 will know his stuff more than I

  • On whatever the action is that completes the level system > go to layout > layout name

    Do this in each level for the next level. Same idea for the level skip, except that whatever it is that allows the level skip is where you put in the go to layout.

    so say they reached a door that leads to next level setup the condition on collision with object door and action system go to layout level 2

    if they got a certain item in the level that allows the skipping of level 2 add a sub condition with a variable setup for that item being obtained

    so conditions:

    on collision with object door

    if level skip is true

    Action:

    system go to layout level 3

    does that make sense?

  • dop2000 I changed the sliding menu slightly, i know there is probably a much easier way of doing what i'am doing but it works for me for now, each item in the menu is it's own sprite, the boards in the image below and then i put them into a family and use the family instead of just the one sprite that is duplicated and repeated. It works just fine that way but when I add the pin for the family to stop from the continuous scrolling it will no longer scroll. I noticed after writing this all out that you changed the code in isDragging slightly, when I mimic that it messes up the scrolling menu, when i click on the menu the background moves up the screen and brings the last board up, will include that below as well in a screen shot. if it's easier for me to just upload the capx let me know lol I don't know if all that made sense

    here's the in game scroll menu so you can see what i'm doing

    here's the code

    Code with the changes you made in isDragging:

    in game result as soon as i click on the menu

  • This is exactly what I was looking for too lol, but did anyone figure out a way to have it stop scrolling once you reach the last box?

  • dop2000 awesome, thank you works like a charm

  • I have added a bombing skill into my game that on key pressed Q with enough coins bombs spawn and shoot up the screen destroying enemies and asteroids on collision. I have a variable bombSkill that is set to 0, on key pressed is set to 1 and when bombSkill is set to 1 the bombs start to spawn.

    On the first Q keypress it works perfectly fine, when you hit it the second time only 2 or 3 bombs spawn, but then on the third press it works fine again. here is a screenshot of the code.

  • Anyone know of some good sites that have 4 directional rpg style sprites for action games for sale, so included are fighting animation sprites as well? would like more vector sprites but pixel is ok too if there isn't much out there for the vector.

    Thanks

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rbailey83

Member since 22 May, 2017

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