Depending on what side you are getting punched from you set player vector x to player.x-50 or player.x+50 to move the player (the 50 is a random value of distance), and I guess you lower the deceleration so they appear to glide rather than abruptly stop.
You can alter 'playback rate' in the audio object.
Do you have a video of the gameplay?
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It's because when you press space to set an animation, one of your speed checks is always true and overrides the one time setting of that animation. You'll need to set some kind of character state by way of global variable when the character goes to punch, and under the speed checks say when character is not set to punch, so the punch animation can play. You then have punch on a timer so say after 1 second you set him back to not punching, the other idle animations would then take effect.
What specifically are you trying to do in the game? What type of game is it?
Tick the checkbox 'Unbounded scrolling'. You've disabled it by accident I guess.
You can define what objects should be doing with instance variables, i.e. if object.var=1 then it can move left, if object.var=0 it doesn't move left. You set up instance variables on the object then define conditions with events.
Layers need to match across layouts.
You could try and get funding from kickstarter or something similar. You are asking for $500 but you didn't post any links to any of the games in development. It would be nice to see them. Also does your title mean you are looking for a sponsor from Russia or just that you guys are from Russia?
On interact with box : call function "Loot" with parameter "choose(1,2,3,4)"
On function "Loot"
sub event > if param 0 = 1 : spawn object A
sub event > if param 0 = 2 : spawn object B
etc
Nice looking game :)
Yes I think you may be able to go about this differently. Put the text objects in a container with the object, so they are both created together. You can also pin the text object to the moving object. Then all you need to do is set the text object visible/not visible based on line of sight and no 'creating' needs to happen.
Your functions look a little redundant as the only difference is the creation of a different text object. You can just use one function like in my example and send another parameter through it with the text to set in a single text object. Your functions are also sub events of a global variable condition, not sure what this is for but checking a global variable at the time of line of sight so 2 things must be true can be risky.
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