GPProd's Recent Forum Activity

  • Same concept.

    Start at 0 width for black bar, add the damage points to your blackbar "health" attribute instead of subtracting from life bar. Now I would think the glowing "Halo" around your life bar should decrease proportionally but we'll never know unless we test it.

    What is the code for that? To increase it by adding points depending on how much health is lost?

  • Hey there! ^_^

    So, i have looked through all the health bar tutorials i can find, and they all are about width /* with the current life and max life -

    Basically it sets the width of the healthbar to the % of hp.

    Now since we have a glowing health bar, then that looks strange, that its width decreases, so i thought about

    making instead a 'black' bar that cover the health instead to make it look better! ^_^

    Does anyone have a tutorial capx for this?

    Currently its - lerp(Self.Width,(HeroX.HeroCurrentHealth/HeroMaximumHealth)*Healthbar.ImageWidth, 5*dt)

    But how to do a black bar that covers the health bar instead? I dont get the / and * to make a black bar grow backwards on the bar depending on health loss?

  • GPProd not if you know how to set it up properly. I've done it both ways. Like I said I prefer doing it with layers, but mainly because I like the look better.

    What do u mean by 'set it up' properly? ^_^

    When i go back and forth to a layout, the character starts at the entrance again, all enemies have full hp, all enemies have respawned lol xD

  • I like to do them in a separate layer rather then layout, that way you can have the inventory screen hovering over the game screen. To me it just looks better that way. Example: https://gamefaqs.akamaized.net/screens/ ... 7_2_22.jpg

    But if you're going to have the inventory cover the entire game screen anyways, then you may as well do it on a separate layout.

    Doing it in different layout will reset the current layout when u return to it, it doesnt work :/ The entire layout where u were before opening inventory will be reset and start over haha xD

  • just a thought..

    capx> http://s000.tinyupload.com/index.php?fi ... 6798188593

    Yes! That is it!! Thanks aloooooot! So perfect <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">))

    Thank you very much for putting down your time to make this capx, really! ^_^

  • The group "for testing" is only for getting the keycodes, it doesnt bind keys to anything, it just sets the variable "keycodeCheck"

    1. Press a button or key ingame to get the corresponding keycode of it. You can see the keycode when you watch the variable "keycodeCheck" in the Debugger.

    2. Once you know the keycodes you can create variables for all your controls (Jump/Attack/Dash) and assign default values to them (the keycodes of the keys/buttons you got in step 1.) This will be the standard Keybindings the game starts with.

    3a. (this is the easy way) All you have to do from here is building a menu where the player can either press a button/key to assign a key to an action (jump)

    3b. or he can choose from a list of available buttons/keys.

    In this case you would need a list of all keys/buttons and there corresponding keycode, maybe saved in an .xml file.

    4a. when the player pressed the button/key you can get the keycode with the expression "Keyboard.LastKeyCode" for keyboard or "Gampad.LastButton(gamepadIndex)" for gamepad. Set the variable for the action (jump) to the keycode

    4b. Like above but instead of pressing a button the player would choose a button/key from a list.

    example jump button/key.

    you want the standard jump key to be spacebar on keyboard and A on gamepad.

    Use the "for testing" group stuff to get your corresponding keycodes. (spacebar= 32 A=0 ...i think )

    create variable "keyJump" and set it to "32"

    create variable "padJump" and set it to "0"

    Give the player a way to choose the own button/key 4a or 4b

    set the variable "keyJump" or "padJump" to the new value "n"

    I hope it helps.

    I would highly suggest to pick the "a" route, where the player has to push a key to assign it. It's mutch easyer to implement and more convenient for the player.

    But maybe i still totally misunderstood what you want

    Hey.. No this doesnt really help, i still dont understand what you are trying to do/say. I know what you mean by the IDEA, but not just how to execute it. I just want a player to be able to go to options, and bind a key upon pressing on it. For example, press on ''Jump'' and then the player presses a KEY on keyboard or gamepad and done. Now jump = the key the pressed. I just dont know how to do that. Thanks for trying though, im gonna try to find someone to make a capx and pay them like 30$ or something.

    Thanks for your time anyway.

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  • I think this is pretty self-explanatory.

    If you have trouble with it nonetheless, just holler at me

    Hey there! ^_^

    Thanks for taking your time, but no i have absolutely no idea what you did there.

    I want to be able to map keys for Jump/Attack/Dash and so on. Not last key pressed is it, etc.

    Just a normal way where you go to options, and bind the keys you want to movement.

    Save em and then use em ingame, like any options/keybind set on.. any game really.

    Thanks for trying though, i just think you got me wrong ^_^

    Thanks anyway!

  • Hey there!

    I am looking for a tutorial or a way to do keybindings. I searched for it, and couldn't find any post about this.

    Keybindings like;

    In game you go to options -> set a key for jump/attack and other buttons, save, and then be able to use those keys you set in options, in game.

    Anyone?

    Thanks in advance.

  • Hey there! ^_^

    What i was wondering about was the scrolling down system -

    If we take a look at like for example, any classic RPG game, such as Final fantasy 7 or Breath of fire 3 -

    When you recieve items to the inventory, you can scroll down.

    I got the inventory part here, but how can one do the scrolling down?

    Thanks in advance.

  • No one is able to do this? ^_^

  • Greetings there! ^_^

    I am currently hiring someone who is a professional with C2, someone who is able to create and code the following;

    1. Inventory with texts and icons - Items added and removed from inventory up to 500 items.

    2. Equip slots in both weapons/armor/accessories - to equip and remove equipment - taken from or added back to inventory.

    3. Display effects on said 'pressed button' - according to what item is currently equipped.

    Coding must be without bugs and errors.

    Contact will occur via Skype and payment will be through Paypal.

    Price and payment can be discussed untill we both agree.

    Thank you for your time ^_^

  • GPProd

    If you look at the photo the Noncentz705 posted, the FileChooser object is selected, and the property sheet on the left of the phot shows the properties for the FileChooser. At the bottom, Noncentz705 has given the FileChooser object 'Id' property the name 'foo'.

    In the same photo, the Event sheet shows the Condition and action. The action says:

    'Browser Execute Javascript "foo.click();"

    i.e. whatever the id of the FileChooser is, that is what needs to be before the ".click();".

    If Tom would fix the forum, it would make this much easier.

    If you still don'tget it, I'l upload to my dropbox.

    Edit

    Try the following: https://dl.dropboxusercontent.com/u/34306693/FileChooserButton.capx

    YESS it worked! Now i got it! Thanks!! ^_^

    Thank you so much for taking the time to do this, 1000 thumbs up for you! ^_^

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GPProd

Member since 21 May, 2014

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