lionz's Recent Forum Activity

  • https://dl.dropboxusercontent.com/u/495 ... slots.capx is how I would do it without slot arrays. Mmmm instance variables.

  • At the point the direction is picked then you know which direction, right?

  • Nevermind I fixed it by adding a different kind of variable comparison.

    OnDamage ----------- SetNewHP to CurrentHP-Damage

    Every tick

    If StopDamage = 0 ------------- SetChar1.CurrentHP to Char1.CurrentHP - 1

    If Char1.CurrentHP = Char1.NewHP ------------- StopDamage = 1

  • Could be an obvious answer but I need some assistance with this counter. I have a player in an RPG taking damage, but rather than have the damage be simply taken off it counts down the damage to a new value.

    So i've set it up like this, where CurrentHP is the current HP of the character and NewHP is a new value set by CurrentHP-Damage :

    Every tick

    While

    Char1.CurrentHP > Char1.NewHP ------------ Set Char1.CurrentHP to Char1.CurrentHP-1

    When set up like this it just takes off the damage amount and updates to show newHP, so it's half working but it hasn't counted down by 1 every tick. If i remove the While and the variable comparison then the HP does just count down by 1 every tick as I expect but then of course there are no limits, it just keeps counting down. This is why I put the newHP in place, to set a limit. Am i missing something obvious here as to why it won't count down by 1 every tick while the HP is greater than the new HP?

  • Does increasing the jump strength on platform behaviour not work?

  • 'Set volume' in events to balance out the audio I guess...or balance it outside of C2.

  • Yeah use PhoneGap, and take a look at this too https://developer.apple.com/library/ios ... ction.html

  • Yeah, functions

  • For me it would depend on how the clothing relates to the gameplay. If it was just for character appearance in gameplay then it would be just a single sprite animation based on what was equipped. If the clothing had some effect in gameplay i.e. the armor would be visibly dropping off the player then i would use separate sprites for that. If it was an inventory I would set the clothing animation as different sprites i.e. armor sprite for armor set to armor selected, shoes sprite for shoes set to shoe selected.

  • This is the easiest thing to sort out, something must be wrong with the logic. Post a link to the capx or a cut down version of the game with just the player movements and someone can fix it easily. Also you haven't said what you expect to happen when A and D are pressed at the same time.

  • In a way it does help, they would be unlikely to sell game making software on Steam unless they were the selling the fact that you could make your own games to eventually go on Steam. It would be a strange marketing ploy to say "hey buy Construct 2 on Steam and make your own games!" "can I put my finished game up on Steam?" "nope".

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  • No need to bump without the capx. If the above post doesn't work then you'll need to post some cut down capx so we can test it if you want an actual fix.

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lionz

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Last online 13 Jan, 2025

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