PhoenixNightly's Recent Forum Activity

  • Use the variable state of the playerArms and if it is overlapping the enemy should work. So if state is attacking and armobject is overlapping enemy should work.

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  • You have the text box object option you can display it or spritefont. There have been a few issues that text box wasn't working on all browsers and stuff so it is recommended to use spritefont. But for testing a rextbox should be fine all you have to do is set the event that says text box set text and put the variable that you are using to be placed there.

  • Just use the fade behavior

    https://www.scirra.com/manual/95/fade

    There is an event that when fade finish you can tell it to restart

  • I have to go do Easter activities but you have made enough effort that its only fair I give my capx. (FYI I am using the beta release like I said early you can get the same version I have by downloading the beta at the bottom of the page.)

    HERE OF SOME NOTES::

    1. You only need the arm pinning to the player not them both pinning to each other.

    2. Take the no arm animation and make it the topmost animation for the arms so that it will be the default animation and you won't see the attack animation at the start of the level.

    3. I think it may be something with the origin points that is setup in the animation cause you will see in my .capx I was able to just pin and I didn't have to keep updating the position of the arms.

  • Yes you have to set the animation to loop in the animation editor

  • First thing I have one sprite object for the arms. And in that object I have 3 animations "Idle","Running","Attack" I have name this way so when the state is set I don't have to retype the animation name I just put the playerState variable as the animation to play.

    [attachment=0:2rxrlj2z][/attachment:2rxrlj2z]

    That is why you see the event at the bottom that as long as the playerState is set to something it will set the animation to that set state. So each sprite animation are name corresponding to make it work. Player object has an Idle and Running animation. Having multiple objects isn't the best method.

  • Yes, you at least know its possible.

  • Great cause I really don't do giving .capx cause having the person implement the instructions helps them to learn their way around C2. FYI: You can also get the beta one it at the bottom of the page. Its not just for license owners it has the same restrictions as the stable release. Also remember to remove the idle arm to make it separate to be the base of the arm animation

  • The link from earlier has been updated with your sprite.

    This go into how I handled you character

    It could be cleaned up in some areas but its a start, no?

    UPDATE

    After I fix the origin points and stuff I didn't need the armMount Variable to keep updating so if origins and imagepoints are setup right these are not necessary

  • NP It always take second eyes to help.

  • Also to be consistant the idle arm should be alone also. That just my Opinion but I will download your sprite and play with it. So the arm with have three animation stages. idle, running and attacking

  • UPDATE:Yea I tried enlarging them and shrinking the other text. That should be better. With the license you would have the option of families you could just make a player family and mirror them in one event.

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PhoenixNightly

Member since 10 Feb, 2014

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