codah's Recent Forum Activity

  • It's not that the animation isn't stopping, it's just that your logic is somehow flawed and sets it to the "walkL" and "walkR" animations again when it shouldn't. Maybe you need a variable to track the overlapped state. Bit vague sorry, but see if that triggers any thought processes I've added a few log messages to show this.

    [attachment=1:1zg2vjnt][/attachment:1zg2vjnt]

    Edit: ok, so I thought I'd have a good go at this as I might learn something. See the capx below. It seems to be doing what you want.

    [attachment=0:1zg2vjnt][/attachment:1zg2vjnt]

  • Hi Zathan, did you read and understand the manual entry? https://www.scirra.com/manual/143/gamepad

    Let us know which part you're having trouble with.

  • I'd like to post my WIP. I've exported as an HTML website, copied to dropbox and get a link to the index.html. I change the http://www.dropbox to dl.dropboxusercontent and try to view the link but all I get is a black screen. I thought this would be the easiset way of quickly sharing a link to my game. What am I doing wrong? Thanks.

    Edit: well the turorials are out of date, but a comment towards the end of the google drive method worked for me.

  • Maybe 'System:Scroll to object Player' or similar.

  • Yes that should be a simple change.

  • You should use delta time (dt) when moving your object. So, (2 * dt) instead of just 2. Look it up in the manual or tutorials. Then your object will stop when timescale is zero.

    edit: sorry didn't read the title properly

  • Yeah that's the approach I took in the capx (well I used collision with a sprite instead of raw coordinates). He seems to have the free edition, so no families.

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  • What have you tried?

  • Well, what is your current method? Any sample capx?

    Edit: attached a capx.. first idea that came to mind so be nice

  • Domino3057 I guess you realise the above works because random creates a decimal value, e.g. 1.23892394 and so will not be equal to 0, 1, or 2.

    Also maybe you should have an On Created event for Bad objects and do the random stuff there. Not sure if it's a good idea to operate on a newly created object until at least the next tick. (More experienced C2'ers please jump in).

  • Open your sprite. Under "Animation 'default' properties, set "Loop" to Yes. In your startup code, set the Animation to Stop. On button or touch, set Animation to Start; when released, set to Stop.

    Edit: 5 PNG files.. you mean 5 frames?

  • Hey looks good. No time to go in depth but just some surface stuff.. You don't need the System:Every tick before the Mouse:Right button is down. You have a duplicate event (10 and 11). You could have 1 expression at event 16 like System:Pick GoodWing by evaluating GoodWing.lineNum = 0 & GoodWing.pickedUp (although that's personal preference). You could use groups to make it cleaner (as it gets bigger).

    Apologies if that's too basic stuff that you already knew

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codah

Member since 30 May, 2014

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