TELLES0808's Recent Forum Activity

  • You can download the sandBOX on the arcade, there have a combo system inside, so, you can use it as reference.

    The combo is explained here: scirra.com/forum/forum_posts.asp

  • Delta Time, it's a feature inside the engine. Delta time means a space of time between 2 point in a time line.

    You can reproduce your request following this procedure:

    • Create a number variable inside your instance (instance is the sprite object) and call it as "combo";

    |- On keyboard "A" is pressed (for example);

    |- If "combo" = 0;

    -- Play the animation "punching1"

    -- Add 1 to "combo";

    • On animation "punching1" is finished:

    -- Set "combo" to 0;

    |- If "combo" = 1;

    |- On keyboard "A" is pressed;

    -- Play the animation "punching2"

    -- Add 1 to "combo";

    You can loop it, make different animations for each stage of the combo, or just repeat the combo animations, this way:

    |- If "combo" > 0;

    |- On keyboard "A" is pressed;

    #when you have one animation for each combo sequence;

    -- Play the animation "punching" & player.variable.combo;

    #when you have two animation at all;

    -- Play the animation "punching" & random(1,2);

    -- Add 1 to "combo";

    Don't miss to reset the "combo" variable to 0 when the "A" is not pressed by 1 or 2 seconds.

    That's it. ^^

  • I missed to say, you need to pre-select the anchor points option on a normal sprite first.

    Here is a video: http://youtu.be/D4zBF6XJxK0

  • Also, the HUD is always the top layer. If you want make health bar, mana, points, etc, just create these objects one time and place is on the canvas as "Global", so, they will not change when changing layouts.

  • Also, you can download the sandBOX and use it for reference.

    I do it this way:

    • Place a invisible object behind the player and pin it, with the origin point on the bottom, then, rotate the object to the same side of the player, check if this object is overlapping the enemy and subtract 1 from his life.

    Another way:

    • Every time you play fighting animations, create a invisible object behind the player, this object need to be larger than the player. Check if the object is overlapping the enemy, and, set to subtract his life.
  • Yes.

    Just create the instance with the wanted number, text, etc, then, when creating the bullet, for example, set the bullet to meet the instance data.

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

  • Rojo, It's a half way to the complete feature.

    I have written a big post, but decided to clear it. All exposed here is possible to be done using events, but could be more user friendly using flags and labels on the animation editor, as said by

    The best thing to do now is a nice tutorial ^^, maybe later.

  • How to set Index Instances without UID or IID: Instances CAPX

    Live sample: Instances HTML5

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  • After researching and trying to see over the fence, I figured out a solution about the indexing objects issue.

    scirra.com/forum/forum_posts.asp

    It's really awesome, and Ashley was trying to say it all the time, but when you don't have the knowledge behind the scene, it's difficult to figure out.

    Maybe later I do a Tutorial explaining about it and other things to help everyone else.

  • Thank you very much for your help. Exactly what i needed.

    I did a sample file for another topic, maybe interest for your, so you'll need it too ^^

    scirra.com/forum/forum_posts.asp

  • I don't understand - instance variables are perfect for things like health. They are kept independently for each instance, and an event like "If health < 0, destroy sprite" will individually destroy sprites which run out of health, and never affect all of them at once.

    Are you sure there isn't a mistake in the tutorial, or a mistake in your events?

    That's it what I tried to say boss:

    o, if you create a new enemy, the engine will treat this enemy as a unique object (UID and IID), but you can know where it is and manipulate him by making a conditional meeting your necessity, so, when the bullet hit the monster, that specific monster, inside that conditional, will lose health or die. ^^

    I mean this is a treat when you have, for example, a rocket with smoke, where the smoke is attached to the rocket.

    To explain this topic, you can set individual instance variables for each smoke and each rocket, when creating them. Mean "instances" as "index numbers stored as variables".

    When the rocket is destroyed, make sure to destroy the smoke with the same index number as the destroyed rocket.

    How to set instances: Instances CAPX

    Live sample: Instances HTML5

    And all without UID and IID, you really don't need to care about them. They are very much volatile ^^

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TELLES0808

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