perezbalen's Recent Forum Activity

  • My characters hit like this:

    <img src="http://s23.postimg.org/6rs98ikyz/Screenshot_11.png" border="0" />

    After the attack buttn is pressed:

    1. They get ready for 0.05 seconds.

    2. They hit for 0.1 seconds

    3. They recover their bearings for 0.2 seconds.

    They are supposed to be vulnerable for the time they are getting ready and the time they are recovering.

    The idea I?m trying to do is that if they are hit while they are "getting ready" (that 0.05 seconds), they can?t hit (the enemy?s hit cancels theirs).

    My question is, how can I cancel the attack sequence so that the player hit is canceled (and replaced with a "being hit" animation)?

    Thanks

  • thanks haifisch.

    By the way, why do you disable the platform behavior at the beginning of the hit?

  • Thanks.

    Solved it with the Pin behavior.

  • Thanks. Solved it with Vector Y = -300 on key release.

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  • Hi

    Is there a way to force an animation to play all frames, before it allows the game to do anything (for example, to stop player input from moving the playerbox or from another event to trigger another animation)?

    Thanks

  • Update: I added a wait event in between animations, and it kinda works. The thing now is that if I press constantly the attack button, the commands start on top of each other, effectively negating the cool down period.

  • Hi

    I want to emulate this behavior of fighting games:

    When the player hits the attack button,

    1) the avatar plays a starting animation (during which frames the player is vulnerable)

    2) then the player performs the hitting animation (during which frames, the player is inflicting damage)

    3) then the player performs the cool down animation (during which frames, the player is vulnerable, and cannot attack).

    The starting animation might be 8 frames long, the hitting 10 frames long, and the cool down 12 frames long.

    I?m a little stuck in the implementation. My first theory was to do this:

    <img src="http://s15.postimg.org/cipnfx20r/Screenshot_10.png" border="0" />

    but that doesn?t work.

  • yes, r4dicaldreamer is right.

  • Hi

    I want my character to jump just a little bit if the jump button is tapped, but higher as long as the high if the jump button is pressed.

    But I�m using the platformer behavior, and with this, the player always jump the same amount based on the jump strength value

    Anyone knows how to implement this?

    Thanks

  • thanks. this seems to do what I need.

  • as far as I can tell, this only happens with construct 2. no other program exhibits the behavior.

    on a side note, N-trig tells me this:

    "In Windows 8 N-trig does not ship any drivers because Microsoft locked it all down. They own the USB HID driver that our DuoSense touch and pen digitizer uses."

    so, no, there are no special settings for the pen, or touch.

  • hi

    i want an object (say, a monster) spawm another object (say, a shield), but I want the second object (the shield) to move with the monster.

    Since there will be many monster instances, how could I do this?

    thanks.

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perezbalen

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