RAN's Recent Forum Activity

  • Thanks for your replies on the text post I made.

    However, I'd like to remain as basic as possible in terms of programming. I am novice level programmer, 100% game designer and don't want to over complicate things. SO I have decided to just use images as they will be constant throughout all platforms.

    With brings me to the point, I need major help on this cut-scene programming I designed.

    It's basically relying on "Wait" actions coupled with a "Scene" variable. Wait actions appear to be completely unreliable because every time I begin testing the cut-scene engages actions at different times - every time! This has left me tremendously confused.

    Player collides with NPCRope Mark, is made invisible along with FatherNPC, they are moved to the rope and the rope climbing animations are set visible. Then using 'wait' and variables a series of events take place with make a demon head appear behind the player, various noises, then playable character is made visible again, there is no solid under him so he falls.

    I'm sure a few of you are looking at this with disgust ! I am not formally trained in programming so my methods may be completely obscene. Please help me tighten this up a bit, once I have achieved this I can begin building the came - easy street from here on out!

    It would be a massive help if you could provide images of your corrections, or just a capx. THANKS SO MUCH!!

  • I dont have a screenshot because I don't know where to begin.

    I want the text to make a bleep sound when it is written in real time in-game.

    When u talk to someond, I want hellp to be like H bleep E bleep L bleep L bleef O bleed. Of course very quickly

  • bump?

  • My game has a simple dialogue control when the player collides with something, a white circle similar to comic strips appears.

    Over that white circle I want text to type out one letter at a time with a simple sound effect behind each letter...

    This has got me totally stumped.. Please help!

  • ==Solved== Thanks for the help guys, greatly appreciated, wouldn't have passed this step without it!

    Ubivis, you're technique aided me greatly, cheers!

  • So > max health would be 'player health' but how do i define where player health is? Would it be okay if you explained how to set up the function in that regard? Thanks !

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  • Hey guys,

    Long time lurker, first time poster.

    I've built a patform game and I've just implemented health pickups.

    Throughout the game you acquire hearts which add to your overall health.

    Problem - When I 'pickup' a health potion, I can't figure out how to add to the health depending on how much

    the player has acquired.

    Ie; If the player has 6 health, but the potion gives you 3 and the player has a max 7 health.

    How do I make it so theplayer only gets 1 health from the potion, making player health variable not go

    over max health 7?

    I hope explained that properly ! I have two variables, player health - the variable governing enemy damage, death and the darkening of acquired hearts.

    And Health Marker variable, the variable governing how many hearts are acquired.

    Please help I'm finally stumped :8

  • Wow this looks fantastic! Great work Egon! Wish I had your artistic talents.

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RAN

Member since 16 May, 2014

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