lionz's Forum Posts

  • sgn15

    Basic 3 gets stuck because you have On animation "Basic 2" finished instead of Basic 3

  • A grid might be too complex but you are more than welcome to try and create a grid idea using arrays or something similar. For this kind of functionality though I would have slots and when a sprite object is dropped and touching a slot it is moved to match the exact position of the slot so it is locked in place. Other logic depends on what you want to happen when the player drops on an incorrect slot etc.

  • There is a preset drag and drop behaviour you can use. Consult the manual here <img src="smileys/smiley1.gif" border="0" align="middle">

  • On the movement events, add a condition 'if not in animation Combo' etc

    I don't add sgn15 because OP is meant to receive notifications regardless.

  • La natation est tres difficile pour moi

  • Then probably say that instead of a cryptic message with the header 'C2 issue'. This doesn't look like a C2 issue.

  • lock_yellow doesn't have any boolean instance variables

  • The running on the spot stuff is generally caused by moving when doing the combo. You need to lock out the pressing of arrow keys when Luffy is doing combo animations.

  • If you put a space after the I don't get a notification. The run seems to be working fine. You probably need to add some logic in to stop users pressing right, left instead or right, right. If you press right,left he will run left. This could cause errors to occur with the events you have in place. Unless this isn't a problem. I will look at the combo thing in a sec..

  • Every time Right Arrow is down it's going to try and play Walk so you need to set up a condition for the first event there.

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  • The one that is off screen you can destroy on start of layout!

  • <img src="https://dl.dropboxusercontent.com/u/49548363/screen1.png" border="0" />

  • I'm not sure how to enable the file in previous version. I install r139 but no way to open project file or .capx. Are you able to update r145? : P

  • Sec. I like to use the beta!

  • I have added some logic at the bottom of the event sheet

    here

    There are some bugs you need to iron out and also you will need to add it into your existing logic as I disabled the movement groups to get it working. From the logic that exists you seem to know what you're doing though so shouldnt be a problem.

    Some key things to notice. The RunCounter variable goes to 2 instantly so I set up a 'Can Double Tap' thing. This allows the user to double tap within 1 second. Check the text object to see how it updates with taps. Also you will notice that Run automatically cuts out when the timer expires, you'll need to set up some logic that detects if the player is running when timer ends so it doesn't instantly set back to Stance. Also the Run animation isn't working properly, which I assume is because it's being overriden by something however you had Run working before so this shouldn't be a problem for you. It is definitely triggering Run though! :)

    Hopefully this has helped. Any more questions, send them on!