lionz's Recent Forum Activity

  • The way I would do it would be to know the size of the object and if it's 1x1 then it goes into the co-ords that you click but if it's 5x2 like the rifle there then you could get the starting co-ord and make sure they're all blank 5 across and 2 down from the starting point, then if so you would fill in all those array slots with the rifle item.

  • There is lots going on here but main problem is the Waits you need to take them all out to avoid bugs. You are adding values to a variable 'charge' but never use it, rather than use a wait you can switch the animation based on 'charge' amount. Also I imagine when you release the key it would be based on charge= some value, but that depends on how the charge mechanic works.

  • Your event says to show the charge up animation straight away so what's the difference between a punch and charging in the design?

  • Well I'm saying for me it's correct in debug view. But I can see why the array file when editing could be confusing as that is backwards.

  • X = rows, Y = columns. The debug view is correct but it's reversed on the array file if you're using that.

  • Can you demonstrate with an image?

  • That is a one time trigger. You need a condition for disabling it, what is it? Not overlapping the Sprite?

  • Look at the manual, it mentions something called Google Ad Placement for a web export, never used it myself. For admob you need to export to a mobile for testing.

    construct.net/en/make-games/manuals/construct-3/plugin-reference/mobile-advert

  • You have to try it as an exported apk on a mobile device

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  • After the parameter is added you use compare variable under system and you pick parameters from there now.

  • Now I see the main issue with the hitbox is that it can move all over the place, this is because you spawn it on the wrong layer, 1 instead of 0. Should be same layer as the player. Also do not call layer 0 'layer 1' that is really confusing.

    The condition I mean the one for idle animation which says 'punch animation is not playing', you can add this to run as well because at the moment if you run while punching it abruptly stops the punch.

  • Right click on the image point and select apply to all animations, needs to be across the full animations not just one frame then it will look better. Then that fixes it. Also the condition you added to idle for 'not punching', you can add this to run as well because I noticed run interferes with punching.

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lionz

Member since 5 Aug, 2013

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