enefeye's Recent Forum Activity

  • oh sorry calm - yeah maybe i didnt quite understand. sorry and thank you very much.

  • thx again calm - you offered great suggestions. i have tried copying the sprites to a family (you may see it defined in the project)

    i am struggling how to pass the character selection on to each bit of code for the rest of the game

    eg. if player selects the character, BEN, then i don't know the syntax how to reference the specific animations for BEN from the family. My basic understanding is that the convenience of the family is that any command can be performed by any of the family members. i dont know how i can access the BEN animations for the rest of the game.

    I was looking for a way for instance where in my code i currently have; BEN(sprite) set animation to IDLE,

    to instead have VARIABLE set animation to IDLE. this means whatever selection populated and set the variable at the start will always be able to be retrieved.

    I know how to set global variables, but are you able to please show me how to reference pulling it in my action code?

    kind regards,

    ronnie

  • haha awesome! fixed. thank you soooo much! im glad it was something silly on my part - won't let that happen again. Thanks calm :)

    could i possibly ask if you had any suggestion with regard to how best deal with character selection. I did a post on it the other day and even tried to get a programmer on fiverr to help,but no one could specifically tell me how to code it.

    the game will be a present for my son. it is based on his recent trip to japan with 5 of his mates. each level will depict some activities they got up to and will be a chronological journey following their itinerary.

    At the start of the game, I want the player to choose which character they want to play with. i.e animation of my son, Kalem, or one of his 5 mates. Of course, once they select the character; that player animation will be needed throughout the game, which will include destroying and creating objects.

    I have done the movement controls for Kalem and in reality, any of the 6 characters can use the same action coding. Just in trying to see how this might work, I created movement controls for a different character called Ben - the animation will be redrawn to look like him, but for the meantime, i stuck a blue circle on his head for all his animations, to differentiate between his and Kalem's animations.

    All 6 characters will have the same naming conventions for their animations i.e IDLE, JUMP, RUN etc, so a family could be used in some cases. I couldnt get my head around whether using a global variable or an array might solve the problem, but at present feel a bit out of my depth with regard to understanding what features / functions may address this or whether i need to do some java and bridge it to construct - all of which i know very little about? :)

    Having made a construct 2 game about 5 years ago (and forgotten most of the things i taught myself lol ) im confident once i get passed this selection issue, the bulk of the game build will be within my limitations as a noob game maker.

    In summary, I need to have the player select 1 of 6 characters. that choice needs to be retrieved multiple times throughout the game and used for the whole rest of the game, so as to trigger the correct animation for the character picked. I hope this makes sense? :)

    regards.... again,

    ronnie (sydney,AUS)

  • Hi George and Calm,

    Firstly, thank you so much for taking the time to respond - very kind of you both :)

    Addressing some of your comments...

    Yes, definitely, as I'm relatively new to construct, it could be something very simple plaguing my experience.

    I don't think it is a browser issue, as I have tried on 3 different browsers with latest respective stable releases.

    My keyboard and mouse is wired and high-end razor devices.

    The Construct 3 version, I'm using is V234.4 stable

    I have included a link to 2 projects:

    The one named; GAIJIN_ANIMATION_NOTWORKING is the project I was using when the animation broke. I change nothing with the event sheet and was testing the run, jump idle animations many many many times - with everytime it working perfectly until..... it didn't lol

    As I had a similar problem before, I quickly coded a brand new project from scratch called; GAIJIN_SIMPLE_WORKING and again, it works perfectly.

    I don't mind hitting obstacles and I can usually sit in front of a problem for hours - it's cool when finally working it out. What makes this less enjoyable, is that I don't know what is happening, I'm sure there is a reason for it, but it appears random / intermittent. I would hate being deep into the game and for it to break again.

    Any suggestions would be awesome - thanks :)

    drive.google.com/drive/folders/1wLxcBzTjFcWT4z6qJmuYQWOI5KkFXR-t

    Regards,

    Ronnie

  • Hi All,

    Surely this isn't just me...

    I have my character platform animations working really well. I add some rough scenery and continually test character for jump spacing evaluation (animations working perfectly).

    All of a sudden, having not touched(edited) the character sprite in any way, all animations stop!!!

    The character still moves and jumps, but the animation is stuck in the IDLE position. I would think I was crazy if it hadnt happened to me a few days ago, where I had the same thing happened and spent a couple of hours trying everything.

    I ended up closing the project and creating a new project and coded from scratch - 5 minutes later the animations were working again. Help! I don't want to get deep in coding and layout composition only to this happen again.

    I have noticed the GUI is a lil buggy - another thing that happens is that when ever I add a sprite object, the screen slider bar decides to annoyingly take off until I click the event sheet tab and have to reposition my window.

    Lastly, my scene was starting perfectly with the black building im standing on starting flush with the left extreme boundary on start of layout. Now all of a sudden, there is a giant gap to the left of my character on startup. you can see on the layout that it is flush?

    I hope all these things have a logical explanation that I can be corrected. I would be very glad if it was just user error that I can modify :)

    Any assistance would be greatly appreciated.

    P.S I was going to attach my c3p file but it appears I can do everything but :P

    Regards,Ronnie

  • thanks again for your reply - i think i understand better now. still trying to get my head around concepts. i'll look into it further based on your suggestion and have a play around. thank you :)

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  • Thank you kindly oosyrag - im not familiar a group event function. Do you perhaps mean writing 6 lines of duplicate code - one for each of the possible character selections? I f so, I thought of this but as the game is going to be massive, with 20 levels, all with different event sheet characteristics - I thought it may not be the best way as it will be a lot of coding which may make the game a lil slow and inefficient? Maybe I misunderstood, your solution. I will look into it. thx :)

  • Hi guys,

    Im relatively new to Construct (have made some simple collision games with scoreboard).

    At present, I am creating a game for my son which requires the player at the start of the game to select their character. Let's say the character choices are; dog, cat, chicken etc

    When the character is selected, I need the choice to be stored and retrieved in my event sheets for the rest of the game.

    eg. if a dog is selected at the start of the game, then how do retrieve that selection in actions like sprite set animations. If i make a family with the 6 character options, I need to ensure the correct animal animations are used based on the stored players selection. I played around with arrays, but couldnt figure out a solution. If I use families, I dont know how to uniquely reference the correct animal.

    Even though I have standardised each animal's animations to have the same animation name (IDLE, RUN and JUMP), they all look different of course as.... they are different animals :P

    I guess another way of explaining it is that it would be great to be able to select the VARIABLE content instead of a SPRITE OBJECT when adding an action. So, every incidence where the player character has an action, the variable substitutes the correct animal character's sprite name.

    Apologies, if this is not clear - I'm not familiar with correct terminology. I have looked extensively on youtube and the forum, but could not find anything that appeared to help.

    Any assistance would greatly be appreciated :)

    Kind regards,

    Frustrated dad programmer (Ronnie)

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enefeye

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