lionz's Recent Forum Activity

  • Yep, Sprite.AnimationName is the animation that is currently playing.

  • You just create a save game and load it...

    https://www.scirra.com/tutorials/526/ho ... -savegames

    If you want objects to remain destroyed when navigating between layouts then give them the persist behaviour.

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    Kyatric

    1) Press button to save project 2) My variable was GameSave and the moment I pressed the button it changed to the Health variable. I was looking at it with my own eyes.

    Why would you automatically assume this is a C2 engine error and not an events error? Have you cut down your project and debugged it to try and see if it could be a problem with your logic somewhere?

  • Animations can be done by switching between frames on a single sprite, you don't need to destroy one sprite and create another to create the illusion of an animation. If you're talking about many sprites to a tile then I guess just animate them in X order across the map?

  • This looks fine to me. If you're going to add more weapons then you just slot the extra weapons into the events easily. It only looks confusing to me because they're called weap1 weap2, if you use the actual weapon names it might be easier to manage.

    Also to control some of the upgrade logic it may be useful to just have levels for the weapons so that if it's level 2 then it has defined stats, you hit upgrade and it becomes level 2. that way you might only have to store the single level variable as a temp, then when you apply it on leaving the UI it applies the level to the weapon which then just applies all the predetermined damage stats.

    I would say you could use arrays instead but I don't think that would save much time since you would be updating array positions instead of instance variables and would be about the same amount of logic.

  • Ya your old logic was basically saying 'if you are touching member of lightballs > destroy all lightballs'. When you update it to the on touched method which kinda reverses the event the logic now says 'on touching member of lightballs > destroy this member of lightballs'. The old logic doesn't single out the specific object being touched.

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  • I've done it here in 2 easy events. No need for variables in the end, it relies on the bar width only. Have a look. I've kept your old logic in there but disabled.

    https://dl.dropboxusercontent.com/u/495 ... dited.capx

    You MAY need to relate it to a global variable in future, it's easy to adjust, or you could still rely on the width of the bar if you wish i.e. if width=1 then show character's tired animation, reduce speed etc something like that.

  • I can fix up the logic but it'll be later on today. If someone else fixes it in the meantime that's fine, otherwise I'll take a look.

  • Either one but make sure it's only one. If you plan to have stamina bars for enemies and other characters then using local variable would probably be best, then linking only the player stamina to the UI bar. If it's just the player that has stamina then just use a global variable. If it's still not working as intended with the global variable 'Stamina' then we can take another look.

  • Pretty good guess. Event 27 your idle animation logic is always playing when you right click and overrides the shooting animation. If you disable this you'll see it go into the shoot animation on right click. You'll need to split scenarios so that when you are going to shoot, the idle animation does not apply. At the moment it plays whenever the player is touching the floor and the stutter jump you are seeing is the jump to start with 40ms blend logic or resetting of the idle animation.

    For the bullets passing through, the idea sounds good. Just make sure to enable bullet collision again when not in contact with the player. It will need some fine tuning though I guess.

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lionz

Member since 5 Aug, 2013

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