Solomon's Recent Forum Activity

  • NicholasM254 - maybe its the new year giving you a head start

  • Ah sorry for that, I didnt quite get that my bad.

  • Well all I can suggest at this moment is that you most definitely look into the chipmunk behaviour and thread/tutorials. It is an extra behaviour that must be installed on top of C2. Its a physics engine that supports these kind of mechanics from what I read about it.

    Here is the thread for it:

  • Have you tried changing the hitbox for the enemies so that their legs arent taken into consideration? Just set it up for their torso, that might help.

    As for free hosting space, I use https://www.sendspace.com/, no registration, no logins no hassle.

  • Yes I understand that an animation cannot finish if its not playing, but I thought that nesting conditions make them run only when an IF statement in the above condtition to that of the nested is true, in this case - play idle02 is higher than on idle02 finished. This would be much more intuitive:

    Every random (a,b) set animation to idle02

    -------------->On animation idle02 finished.... <-------------- run this only when the IF on top is met, in this case when animation is set to idle02....

    Now does that not makes sense?Well to me it does as this is a condition and a sub condition which should be ran only after the condition above is met... Since I am a character animator and an illustrator and not a programer (hence using visual programing) this makes much more sense to me...

    Anyhow Im not too keen on running the timer as I dont want to use built in behaviours. Ill try to look around and try and solve this.

    Thanks for your time and help.

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  • I am sure missing something if I cant get this to work thats for sure.

    The on animation idle02 is finished is nested inside the set animation to idle02 condition, so it should be only active when the set animation to idle02 is met? Do the conditions not go one after the other in the way they are nested? In the subcondition there is : play idle02, and then there is another subcondition once that play idle02 condition is met. I thought this is the way these conditions work?

    Anyway now that Ive changed as you suggested it seems to work fine.... untill you hold a movement key longer than the max value in the random(a,b) timer. So if random(4,8) and I hold a motion key 8 seconds or longer and then let go, instead of idle playing and then after random(4,8) going into idle02, now it plays idle02 instantly.

    Once more here is the capx:

    https://www.sendspace.com/file/n5wy6z

  • LittleStain

    Well nope, thats not working either with the on animation idle02 finished --> set animation to idle.

    Not only that, but now that I have set a random(4,8) timer, once I press a key and get a different keyboard input than 5, and hold it for the longest amount from the random number, in this case more than 8, and I let go, the idle02 frame pops in instantly (just for 1 frame) instead of starting to wait random(4,8) on letting go of any key and leaving input keyboard 5.

    Here is the capx:

    https://www.sendspace.com/file/c72ipj

    As of now, the animation idle02 is played without pressing anything between random(a,b) in my example random(4,8), but just its first frame.

    And like I wrote in the previous paragraph, once a key is kept pressed beyond the max number in the random timer, the animation idle02 pops for 1 frame instantly, and doesnt wait the 4-8 seconds.

    So this is broken in two places...

    To illustrate what I would like:

    No buttons pressed - playing animation idle -> just 1 static frame

    -----------> while animation idle is playing, every random(a,b) seconds play idle02 once, untill animation idle02 is finished,

    -----------> animation idle02 finished, go back to play animiation idle, to finish off the loop

    Now:

    If either animation idle or animation idle02 is being played, on any key press switch to animation according to that key.

    If after any amount of time that key that was just pressed is let go (can be after 4 seconds or after 1 minute etc.), go back and play idle animation, and go back to wait random(a,b) to play animation idle02, and the loop above.

  • LittleStain

    Thanks for your time.

    Hmm, but the wait random(a,b) to play other animation is set within the keyboard input 5, does it not go down the condition branch every a,b seconds then?

    As the idle animation has 1 frame, when I add the "set animation to idle" it will automatically play idle02 once again.

    Anyway I will try what you suggested first along with the random(a,b) then Ill get back to you.

  • At this moment when using an "or" block in the event sheet, it is possible to specify only 1 condition before it is seperated by the "or" statement.

    So If I have 3 IF's in an event, and add an "or" all three are seperated automatically moving each IF into a different "group" followed by or, which can be really annoying.

    Its not possible to have little groups of IF's and select manually which IF's are divided by the "or" statements. This produces problems when I want to use an ELSE IF statement when using the "or blocks", and need to end with an ELSE statement. The problem is when I have 2 more events/conditions with 3 or more IF statements, then its not possible to introduce one Else IF, but two need to be ELSE statements which renders one of them not functional.

    So to present what I mean more visually:

    What I would like:

    IF x=z

    and

    IF x=b

    or

    IF x=c

    What I am getting automatically:

    IF x=z

    or

    IF x=b

    or

    IF x=c

    Now the above example is just for example sakes and doesnt reflect the exact IF statemets I have, which cannot be solved any other simpler way than using the or block with robust function implemented. I end up having to work my way in circles to try and solve this issue through additional variables and the likes.

    If its not possible to pick manually which IF statements should be divided by "or" statements, I strongly believe it should be as this feature would help tons when implemented.

  • You do know every x seconds is counted from the start of the game and not from the moment the condition becomes true?

    it would probably be better to use wait or timer behaviour to accomplish this..

    LittleStain

    Of course you are right, but in this situation it doesnt matter as both arent working as you will see in the attached capx where I have changed to wait random(a,b):

    https://www.sendspace.com/file/bcmrqg

  • LittleStain

    It is shown to prove my point, please dont focus on proportions in this situation.

    Doesnt matter if its 1000 or 100, 100 is indeed a lot too. As is 50. Besides blowing up things out of proportion helps visualise the problem as you surely know.

    Hmm... alrighty I will check out your link in detail, but still I think that adding option to the "or" block to choose where to put or and where to put and would be great, a real time saver.

    R0J0hound

    If it was requested before, its a shame that this has not been added

    Hmm, Im entering virgin territory with your statement/piece of code I need to look into this

    Estecka

    Well no I dont think so.

    WIth:

    IF x=z

    and

    IF x=b

    or

    IF x=c

    There is only 1 explanation: If x=z and b, or IF x=c, but used with an "or" and an "and" block. How can this be interpreted differently?

    As for the first or second, no there is no first or second, I would like the option with or/and not with or/or like it is now automatically avaliable.

  • LittleStain - Local variables are indeed shown only when they are within their scope but what I am trying to tell you that all the other global variables are shown there too, besides the local variables. That does not help as the list is getting longer. This has nothing to do with how I set up my variables I dont think, only how C2 displays the lists of variables - both global and local are in the same bag when looking for local (not when looking for global), unless indeed there is something wrong with my workflow, thus I am trying to find out.

    Edit: To illustrate:

    What happens:

    Looking for local variables - list:

    Global variables x 1000

    Local varibales x 10

    Looking for global variables - list:

    Global variables x 1000

    What I would like:

    Looking for local variables - list:

    Local varibales x 10 -----> only - no global variables available to choose --> makes list waaaay shorter

    Looking for global variables - list:

    Global variables x 1000

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Solomon

Member since 22 Aug, 2015

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