TELLES0808's Recent Forum Activity

  • If you're using jump-thru platforms, just check if the player is overlapping it with a vertical offset, so, you'll make him go upper and he will simple fall over the platform with the platform behavior. Make sure to check the climbing events are not triggering when the player is out of the ladder, rope, etc.

  • Set its gravity to 0 while climbing and reset it when pressing side keys.

  • the wait action is not working? store the player position into an array and it will order and run them when the time end.

    I did a little sample for you:

    https://www.scirra.com/arcade/tutorial- ... ower-13553

    You can exchange it with the player rotation and more by add a Y row in the array and updating its row with the variable you want stored.

  • Congrats, the game is amazing.

  • As far as I know, you can't change the container in runtime, once setuped, always the items inside them will be the same and created with the main object, destroyed with the main objects and affected by it in every way.

    Containers are used, for example, in a tower of a Tank, where the tank will always have a tower, but if you want upgrade this tank, you'll need to spawn the upgrade, set it's position and pin it.

    But to know where it is and for who it belongs, you should use a instance variable or an array to store the information.

  • No problem. I was working in a sample to update my tutorial and place here a link.

    https://www.scirra.com/arcade/tutorial- ... pick-13549

  • 99Instances2Go, I'm talking about the first question and how to pick something spawned whenever you want and not just when creating a new object using containers, because it will not work for everything here need...

    He want pick a sprite when desired after spawning it and check the variables inside it, and how to do it is exactly what I have written.

    I need to pick the "part"s after I just created them. It seams, however that they can't be picked. I don't understand that, since I can pick another sprite also just created. The reason I have a hard time working around this is because my spawning system consists of multiple functions that are called in succession and something like a hundred or so variables for everything.

    (Individual part size, how connectors are spawned and positioned, animations, and angle for them, several armor, shield and health values, total enemies spawned, and in what formation, their angle and movements, variables to determines behavior for those, weapon position, sizes, numbers, angles, cool-downs, etc. And other stupidly complicated shit for someone like me.)

  • > Been working on a platformer inspired by a weird combination of Dig Dug and Ecco the Dolphin. I don't have a title yet.

    >

    >

    >

    wow, looks great. love the art and use of particles. how are you creating the tunnel as she digs it? is it an overlay mask thing?

    Spawning sprites with Fade behavior and aligned to the moving direction.

    https://www.dropbox.com/s/5nqiomh98hgca95/DIG.capx?dl=0

    I'm working on a water behavior =]

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  • Lets use the tools designed for this.

    Containers, timers and booleans.

    https://drive.google.com/open?id=0B1SSu ... XVGcEQxMW8

    edit: as mentioned above

    I explained a complete workaround where he will be able to pick parts at any time.

    He containers is nice and only work when he want something spawned and pinned on the creation event, else, you should create and pin in in runtime like I described.

    For example, a Player shooting an array and the box is a separated object. If you place it as a container, then, it will spawn with the player and will be shown all the time, while you can create and pin it at runtime and delete it when its usage is finished.

    Another example is, what usage have a damaged hull on a brand new enemy? If you use container to spawn the damaged hull, it will be shown on the screen, or you can make it invisible and use the container, but once again, you'll need to pick it and turn it visible, plus, 100 enemies dragging on the screen a sprite object while it's not necessary is a waste of resource and memory (100x updating the position of the invisible damage hull sprite).

  • I'll suggest you the easiest way:

    Setup your combo animations to not loop. Setup an instance variable to the player and call it by Combo.

    On the event sheet, you'll need to setup the follow:

    Condition:

    Player pressed the attack button (A for example);

    Action:

    Set Player.Combo = choose("1", "2", "and so on");

    Sub-Condition 1: Invert (Player is playing "Combo"&Player.Combo);

    Sub-Action 1: Set Player animation to "Combo" & Player.Combo (where the first "Combo" is the combo animation name);

    Sub-Condition 2: Else AND Player animation frame = Player.AnimationFrameCount;

    Sub-Action 2: Set Player animation to "Combo" & Player.Combo (where the first "Combo" is the combo animation name);

    Condition:

    Invert it (is Pressing Attack Key) AND Player animation = "Combo" & Player.Combo AND Player animation finished;

    Action: Player.Combo = 0;

    I do believe it need some adjustments but will give you the idea.

    The problem with combo is:

    The player should press a key to start attack, but, it also need to check if the player is not performing an attack already, if not, start, else, wait it finish and attack again.

    To check it, you should make an instance variable where you'll store the combo number and check over the animation combo index if he is performing it.

    If you want give the player the right of perform the same attack in a subsequent combo, you should improve this code.

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TELLES0808

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