calminthenight's Recent Forum Activity

  • It is a system action. Scroll down to the 'Time' category and you will see three options:

    Set Time Scale

    Set Object Time Scale

    Restore Object Time scale

    EDIT: Dop beat me by mere seconds :)

  • if you need to use on step use this:

  • Use the on collision with trigger rather than testing for overlaps.

    EDIT: if for some reason you did want to manually set the Bullet ricochet using events:

    Bullet 'On Collision With' Wall

    - Bullet Set bullet Angle Of Motion to (angle of surface hit-(Bullet.bullet.angleofmotion/2))*2

    Sub Event:

    If Bullet.bouncecountervariable<>3 - Add 1 to bullet.bouncecountervariable

    If Bullet.bouncecountervariable=3 - destroy Bullet

  • If you are doing a retro pixel art game, you will likely want pixel rounding turned on. This will make sure that all pixels are drawn at screen pixels and there are no non whole number positions which can deform your pixel art.

    Using lerp to create a smooth camera is a fairly standard across most games.

    You don't need to use a second sprite for your camera either you can use the system action "set scroll" and use:

    lerp(scrollx,target.X,1-f^dt)

    lerp(scrolly,target.Y,1-f^dt)

  • If you want to visualise a 3D array you're going to have to get creative. Easiest way I would do it is create a new text object for each Z element and run the function on that object.

  • You can use loops to append text at runtime.

    1drv.ms/u/s!AkmrWgxeuxlKhIg2aExJmccmrltTPw

  • If you want to use the collision polygon as a hitbox for your attacks, you are best to use a separate sprite with a uniform collision box for all your movement behaviours and pin the sprite you use for animations/hitbox to it.

  • I had a look at your project. The reason it is getting stuck is because you have the "is on floor" condition required to begin the attack. Because you have not used a uniform collision polygon for your character they are sometimes not registering as being on the floor. I set the collision polygon to be the same for all animations.

    I also got rid of your unnecessary mirroring events for that part but there are others you can get rid of. When you use mirroring, animations are automatically mirrored. You do not need to use separate actions.

    Here is the fixed project: 1drv.ms/u/s!AkmrWgxeuxlKhIg1mNHho3_3UOKL4w

  • You could certainly do it without using the booleans but I figured you had a reason for it.

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  • I don't know what you mean by locking it down. You haven't added the trigger once condition to the event that starts the attack animation yet. It could be other events in your game causing the issue. Can't look at your project because it requires a plugin I don't have.

  • You are triggering setting the boolean to true whenever you press the K key. You have a condition that set's the Attack animation to start if the boolean is true meaning that it will keep starting every tick, and you are using on animation finished to reset the boolean to false, which is never triggered because there is constantly an attack animation playing.

    If you don't want to be able to spam the attack faster than the animation you need to add the condition to your K button event: Is attack animation playing (inverted).

    This will only fire the trigger if the attack animation is not already playing. Then you need to add a trigger once while true condition to the event where you set the attack animation to play.

    If you do want to be able to spam faster than the animation leave your trigger animation as it is. Add the trigger once condition to the next event, and then change the condition to reset the boolean to false from animation finished, to on key K released.

  • en.wikipedia.org/wiki/Round-off_error

    Normal part of computing

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calminthenight

Member since 28 Jan, 2018

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