Tokinsom's Forum Posts

  • Your walking and jumping animations are trying to play at the same time because you aren't properly checking if your player is on the ground or not. Adding sub-events with no actions doesn't help anything..

    You want to change them to something like

    +Player is on ground

    (sub event) Player is Walking : Set animation to walking

    (sub event) Player is NOT Walking : Set animation to Standing/Idle/Whatever

    +Player is NOT on ground

    (sub event) Player is Jumping : Set animation to Jumping

    (sub event) Player is Falling : Set animation to Falling

  • Click on the plasma object, go to it's properties, click edit source, and delete the "cloud."

    I don't really know why it's there in the first place..I've deleted it every time lol.

  • Kinda the same concept.

    +on "tap" pressed

    (sub event) +value "tap timer" is lower or equal to 0

    -set value "tap timer" to 30

    (sub event) +value "tap timer" is greater than 0

    -add your double tap actions here

    +value "tap timer" is greater than 0

    -subtract 60*timedelta from value "tap timer"

    ...or something like that.

  • Strange. Seems to be working fine over here; nothing happens if I click around the player, only directly on it.

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  • I know for sure groups don't stop events from working on my end, even groups within groups. There might be a problem with your install or your event logic

    This. I use many event sheet includes as well and have never had any problems with em.

  • Uhh not in Construct 2.

  • Sounds like you have other animations that are interfering. I can't say for sure since there's no .cap, but make sure your 'on ground animations' are in a sub-event that checks if the player is on the ground..same for in the air.

  • -goes back to playing Muramasa-

  • Wish there was a quality help file or manual of sorts.

    http://sourceforge.net/apps/mediawiki/c ... e=Families

  • the cap changes depending on the keys used

    Seems it will register 3 keys when holding up, but not when holding down. That's all I can think of atleast ^^;

  • The problem has nothing to do with your events; it's the control setup

    Keyboards can only register so many keys at a time, and the cap changes depending on the keys used. For me, using the arrow keys and S to jump / D to shoot fixes it.

  • You guys are making this way too complicated

    Fix: http://dl.dropbox.com/u/17634050/Zelda%20II_fix.cap

    (Also fixes a bug where you can't attack in-air while holding down)

    Kinda had to re-do all of your events lol.

    Also, if I may.. Link is supposed to have 3 walking frames, less friction, and pulls his sword back before and after attacking. You're also using the wrong frames for jumping. Aaaand you might want to make a 'base' or 'collision mask' for Link or he will get hung on ledges and stuff. Ok I'm leaving now..

  • "A new time scaling feature for C2 is you can set individual object's time scales. For example, you can have the entire game go in to super-slo-mo (time scale 0.2), and keep your player on normal time (time scale 1.0). The whole world is going slow but you can run round at full speed!"

    You have no idea how badly I've wanted that feature XD I never thought it was possible. Great update!

  • Fucking about with inventories and stuff.

    Quite a bitch to do..

    <img src="http://dl.dropbox.com/u/888382/inv.JPG">

    New Metroid game?

  • - Tilemap Plugin. I cannot stress how absolutely useful this would be for users in general, and a good portion of the community has been clamoring for it since the 0.x days.

    I was hoping there would be more talk of this early on. I feel it will keep being pushed aside, eventually forgotten, and never implemented..or that by the time it's brought up again, it'll be too late..or something.