sgn15's Recent Forum Activity

  • right now I can't

  • hmmm, yours is simpler than mine, but I can't imitate yours because I need to check first if GoonsAttackCLSN (hit box for attacking) collided with PlayerBox.

    I already have a damage for standing (which already works)

    <img src="http://neuropod.net/imagehost/uploads/8a3a858da57244bc32ca32efb6fe4f8e.png" border="0" />

    I just imitated the air version from that and change the on floor to "on falling" and "on jumping" because "on landed" is not available as sub-event

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  • I can't open. I'm using r139

    anyway, can you post a picture of the involved events? I just need the specific events for my issue. thanks in advance.

  • Hi, I have programmed the damage (while on ground) animation for my character.

    I can't seem to make the damage/hurt animation play for when my character is in air.

    How do you detect when a char is in air?

    I used "on falling" and "on jumping" and the "Fall" animation is not working.

    "Fall" is the animation while falling.

    I want my char to play "Fall" while falling and play "lieDownAndGetUp" animation after landing on the ground.

    The "On landed" condition is not available as a sub-event.

    <img src="http://neuropod.net/imagehost/uploads/3fa42b968c845d1ab29667d9eb1318a0.PNG" border="0" />

    I have also tried:

    • removing that "On moving" condition from the picture
    • using "On floor" INVERTED

    both don't work either

  • LittleStain

    I read the manual about containers again. I understand the effect of making a container but the actual container in the example is vague (for me). In the example, there is a container that contains both the base and the turret? Am I right? or is the base the container that contains the turret?

    In my case, I should select GoonBox and click create container and select PirateSwordStand? or vice versa?

    I tried both and in both cases, I got this error message when running the layout

    Javascript error! TypeError: cur_frame is undefined localhost/Sprite_plugin.js, line 803 (col undefined) This is either a bug in Construct 2 or a problem in a third party plugin or behavior - please report it to the developer!

    Paradox

    ok thanks. At first I assumed some staffs was increasing the rep of members posting.

    thehorseman007

    that message appeared when I tried to reply to a PM, but yeah I encountered that while posting too. Thanks.

  • <img src="http://neuropod.net/imagehost/uploads/c8546d375e89cfc929289c7787736dad.png" border="0" />

    can't reply/send pm to you/anyone else :

    how many rep do I need to send PMs? no clue how rep here increase either.

    anyway, the sprites I used were ripped from video games. I'm trying to make a game based on the story of "One Piece" (a japanese manga/anime). The sprites are for public use. I can give you the link to it if you want. I am also ripping sprites from games.

    I am still not familiar with the concept of container, among other concepts of C2.

    Just to be clear, this is my format so far:

    Goons (family)

    • Pirate with sword (stand) <----this is what I am only programming so far
    • Pirate with sword (air)
    • Pirate with knife
    • Pirate with bomb
    • Pirate with gun
    • many others I have planned

    Player (family)

    • Luffy (only player I have programmed right now)

    playerBox (platform body of objects from player family)

    playerAttackCLSN (hitbox for player's attacks)

    goonBox - platform body for goons objects

    In that layout screenshot, I put 4 instances of pirateSwordStand and 4 instances of goonbox (rectangle sprite). So if I use a container, I don't have to manually add a goonbox for each pirate I add to the layout?

    I don't understand how using a container will fix the single hurt animation issue. Shouldn't I use an instance variable instead since the hurt animation is per instance of the pirateSwordStand ?

  • LittleStain

    thanks. I read about the behaviors in the manual. I'm not sure I understood where to use some of them though.

    this is my layout

    <img src="http://neuropod.net/imagehost/uploads/d2e75339f8240b15aa601b3ee2cb2fe7.png" border="0" />

    RED rectangle - window size

    the char on the leftmost part - player

    green circles - goons/enemies

    blue circles - where I intend to put more goons

    blue rectangles all over the layout - invisible object with solid behavior (for floors//walls)

    What's a good logic to use for the AI of the goons ? like walking around randomly then go near me and attack me when I am near them (near an individual goon)

    <img src="http://neuropod.net/imagehost/uploads/2b036021e89e7d50221c4f04ed269204.png" border="0" />

    when I punch any single goon, all the other goons also show their hurt animation.

    I only want the single goon I hit/attacked to show their hurt animation

    and about the previous question I asked, about pushing enemies when I punch them, I tried using solid behavior on my attack hitbox. is it recommended to use solid on a hitbox?

    last question for now:

    <img src="http://neuropod.net/imagehost/uploads/0b8bf4cdd82ff0ccded63455c3022d36.png" border="0" />

    those are the frames of a swinging rope and the monkey sprite. those are separate. the monkey is supposed to be pinned to the circles at the end of the ropes.

    what should I use to do that? pin? container?

  • ok. But that's not the problem I was asking.

    I have tried PM-ing you, but it says "Access Denied". need more reps

    How do you use the "Set ignoring input"?

    I have tried using:

    1.

    (Player) Is animation "Basic2" playing --> (PlayerBox) Start ignoring input

    (Player) on animation "Basic2" finished --> (PlayerBox) Stop ignoring input

    and also

    2.

    (Player) Is animation "Basic2" playing --> (PlayerBox) Start ignoring input

    (Player)Is animation "Basic2" playing (INVERTED) --> (PlayerBox) Stop ignoring input

    number 1 results:

    If I press any arrow keys while animation of Basic2 is playing, I will be stuck in my position forever.

    If I let the animation Basic2 finish before pressing any arrow key, it will be normally working (I can move afterwards like normal).

    number 2 results:

    If I press any arrow keys while animation of Basic2 is playing, my player will directly play WALK animation.

    Both are not how I wanted it to work.

    I wanted the arrow key inputs to be turned off when animation of Basic2 is playing. and the arrow keys will be turned on again when the animation Basic2 is finished animating.

  • sendspace.com/file/4tmuua

    ok. check the movements group.

    I added 2 new attacks (Basic2 and Basic3) under Attacks group, but these 2 attacks have the same problem as the combos before (getting stuck). Did I do something wrong again?

  • I already have the "Start/Stop ignoring user input" in the combos.

    Those doesn't solve the "need to lock out the pressing of arrow keys when Luffy is doing combo animations." ???

    What is another way of disabling the pressing of any or certain buttons during an animation?

    can you use sgn15 in your reply as well. I want to have notifications as well

  • LittleStain

    help again?

  • plinkie

    I tried and tried but it doesn't work.

    I tried searching a different keyword in the search bar in the forums and found this

    scirra.com/forum/how-the-heck-do-you-detect-a-double-key-press_topic67365.html

    my file right now

    sendspace.com/file/k8fw8a

    I followed that and I think the run is working?

    Try the 3 hit combo (press x 3 times) then try walk/run then combo again then walk/run again, at some point, the combo won't work anymore and/or you can't do anything (walk/run/jump/combo).

    Can you tell me what is the source of the bugs of my player?

    is it the "start/stop ignoring input" action?

    Oh god I feel so stupid with my problems. I really feel that way.

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sgn15

Member since 20 Sep, 2013

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