BLACKMASK CEO's Recent Forum Activity

  • One other question dude... WhiteX, Am I subtracting from Global or instance variable(s)? I have an instance health variable on my player on the properties page... I also created a global variable on the event sheet... Which one am I suppose to use? the global variable doesn't seem to be subtracting from my "player's" health at all... The instance one works somewhat, but I can't figure out how to get the final health bar animation to work to indicate that the event is working with the instance variable... I hope this makes sense...

  • Oh....Ok let me try that dude... I haven't tried the "every tick" condition on all... Hopefully that solves the issue...

  • WhiteX

    Dude! I finally figured out how to install the global variable, and now I need to know how to install the G.V. to my player/sprite... When I run the game, my HUD health bar doesn't change to the corresponding animation frames... Do I need to add a variable for the enemy's attack as well as my protagonist "being attacked"(or receiving damage)?

  • Awesome!!!! Ok, I'll check that link out asap jobel! appreciate you sharing this with me <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Nice examples WhiteX 7Soul! Will look into ASAP!!! Much appreciated!

  • Do you have a link for said Health bar issue? Sorry it took so long to reply...

  • Hello C2 Community! Got another one for you guys... I don't think this one is as difficult as my last post(s) so hopefully you guys can chime in... I have a platformer going, and now I at the stage where it's time to get the HUD assets some "meaning"... I've been through Ashley's tutorial on platform games like back and forward again for a week now, and my issue is this: Instead of a C2 editor sprite. I substituted it with one of my own art asset... So I imported the animation frames(one for full health, half and empty) And got the instance variable thing going... Made my max health at 50, and the first enemy collision nets 25 pts. damage to hero's health... Ok that works no problem... Even figured out how to change the graphic for the health bar from full to half... No the problem is I want to get to empty and lost of life on the final collision with enemy... Is there a simple way of performing this task folks? Appreciate any help...

  • Oh man!!!! Thank you guys!!!! I haven't checked on this post in a bit... Thank you jobel and Mcflygold!!! I've been trying to figure out ways around using events at all in my game... But my luck has ran out :/ So now I'm back online filtering through tutorials again... I'm getting better at using C2 which is a good thing really... Anyway, appreciate you guys taking the time to chime in <img src="smileys/smiley2.gif" border="0" align="middle" />

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  • UPDATE:

    I want to share this with everyone since lately people have been trying to help me when I do post a question... I'm excited because I've been on the site all day (Mostly reading Ashley's tutorials) and finally had that "light bulb" brainstorm moment. :) As to my dilemma, What I did wrong was this: keyboard(key) is down = sprite = set animation to "jumping" when in fact is should be; keyboard(key) is pressed = sprite = set animation to "jumping"... RELIEF!!! Also FYI: I figured out a problem that was puzzling me for a while... My sprite overlapping(or under-lapping)the solid platform object... I understand this problem can be fixed with events, but I figured out a crude, but effective way to speed this up: Invisible walls... So far it's working out fine... Now when I decide to create bigger maps with more assets on them, I'm hoping I don't run into lag issues... :/

  • Thank you anata! This is very helpful... It may help solve my issue. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I don't think I'm explaining this right... Normally, when I play a retro side scrolling platform and hit the jump key, the sprite will jump... Now if I press and hold the jump key down (And the jump animation has already concluded) once the player sprite has fell back down onto a solid object, they do not stay in a jump animation... rather the player sprite reverts back to the walking or still animation (idle)... A good example of a retro game with this mechanic is Mega Man... I hope I'm explaining this right (though I haven't had the best luck getting answers from this forum... Not a knock on you guys, It's my explanations I'm sure)... Basically my player sprite stays in the jump animation(with the jump key held down) even when it reaches back down onto the solid platform object... I need my sprite to revert back to the walking animation (idle) even though I still have the jump key held...

  • Hello C2 community! Back with another one... I'm running into an issue with my platform game. When the "jump" key is pressed and held too long, my sprite will stay in the "jump" animation frame even when I'm back on a solid object... Is there a condition I can use to retain my still/walking animation even with the "jump" key still held down?

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BLACKMASK CEO

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