Zed2100's Recent Forum Activity

  • The else should work, try also replacing the last two negative conditions with an "else".

    For a split second there, two or three animations are set simultaneously, which somehow resets the frame index back to 0. I've verified this in Construct 2 just now. So your sprite is "frozen" on the first frame when you quickly press the d pads one after the other.

    I'm thinking of a brute force solution: you can manually set the frame index every tick.

    Have a local variable named "runFrameIndex", then manually increase it (just before the three conditions) :

    Every (1.0 / YourAnimationFramerate) seconds, add 1 to runFrameIndex

    if (runFrameIndex >= YourAnimationFrameCount) set runFrameIndex to 0

    Then, after the 3 conditions, force the frame index to be set to your variable.

    PS: you've made the problem harder than it should be by mixing input logic with animation logic. So I guess a brute force solution is appropriate here. You should also learn how to use the basic system conditions/actions like the conditional structures, the loops, etc. Usually in professional games, the animations are handled by an "FSM" (finite state machine) and are completely isolated from the input handling logic and the gameplay logic.

  • > I can't be any more specific!

    >

    > On start of layout - add another sub-event:

    > System -> For Each (ordered)

    > Object: YourSprite

    > Expression: random(1)

    > Add this action: YourSprite set frame to: loopindex

    >

    it work fine if the sprite are already in the layout

    but if i destroy them and recreate them it not work

    Instead of the "on start layout" condition, use your sprite's "on create" condition.

  • Use the WebStorage plugin to save and retrieve informations.

    Or you can use the system's Load and Save actions to quickly save/retrieve the whole game from a save slot.

  • I am trying to figure out if a small error in the way my player character transitions between animations is my fault or a bug in the way Construct handles the transitions.

    The relevant code is here:

    I don't think the rest of the code not shown would interfere with the above in any way.

    Here is the problem. When I quickly transition between the Run_Shoot_Up and Run_Shoot_Down (by quickly rolling my thumb over up and down on the d-pad while continuously pressing right or left) my player character animation freezes in place while it continues to move. It does not do this when I press up and down more slowly, only when I do it quickly which leads me to believe it's an animation engine issue.

    I have uploaded a short video as an example:

    https://gfycat.com/RemarkableGloriousGoose

    It's not a huge problem, but just looks wonky and I would expect a modern animation engine to do this properly.

    Edit: I forgot to mention that this happens in both Construct 2 and 3.

    Add an "Else" (system condition) to the second condition (dpad down). The problem is that your events allow for both dpad down and up to trigger simultaneously.

  • The technical question is trivial and well documented (RTFM): NWjs.

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  • >

    > >

    > > Does it matter? As a newbie C2 user i search the forum for help and ideas and i guess other new users would someday arrive to this places so why not post my feelings and impressions?

    > >

    >

    > Post your questions, feelings and impressions in a new thread, that would be more helpful for everyone. I'm not a mod, but that's just common forum etiquette.

    >

    In my opinion posting in another thread is out of place if what i'm posting is related to this matter, and here is where people serching the same thing as i searched will arrive. i don't see the importance of the "older" or "newer" when the important is the keywords you search in the searchbox.

    I googled something like "construct 2 drawing lives" and this was one of the top results i found.

    Construct 2 may be an exception in what I'm about to say: bumping old threads is bad because it may contain outdated information, and the people who participated in the conversation might not be available to respond. C2 is an exception because the runtime hasn't changed a lot since 2014.

    Starting a new thread will create a new conversation with more up to date content for new users.

    Most game dev forums I visit enforce a 90-160 days period beyond which it is prohibited to bump an inactive thread, it helps in keeping the new topics alive and visible and lets old topics die out.

    In your case, you bumped the thread just to repeat what has been said before and say thanks, I don't believe it justifies bringing this thread back to life.

    Let's keep these forums new, fresh and interesting.

  • Looks like loads of fun, good luck with sales!

    Please don't discount your game on release, that looks so cheap, you might lose money and devalue your game. Just my humble opinion.

  • Unless your game is better than the Next Penelope, don't even dream about it.

    They refused to sell the Next Penelope, the cream of the crop of games made with Construct.

    I'd say stick to itch.io if you're a beginner, then go on steam if you have a descent and polished game. Otherwise you'll set yourself up for failure.

    FR: Ils ont refusé de vendre The Last Penelope, la crème de la crème des jeux faits avec construct. A moins que ton jeu soit mieux foutu que TLP, n'essaye même pas de perdre ton temps à leur parler.

    Publie tes jeux sur itch.io, puis lance les sur steam une fois que t'aura quelque chose de présentable et de polie. Sinon c'est l'echec assuré.

  • Whether you're a programmer or not, it's a good idea to know more about the MVC (model view controller) design pattern. It's widely used in the software and game dev industry. Google it.

    PS: in order for a forum user to be notified of your response, type their nickname prefixed with For example: Zed2100

  • Does it matter? As a newbie C2 user i search the forum for help and ideas and i guess other new users would someday arrive to this places so why not post my feelings and impressions?

    Post your questions, feelings and impressions in a new thread, that would be more helpful for everyone. I'm not a mod, but that's just common forum etiquette.

  • You can't, not with the built-in physics and gravity.

    What you need is implement your own gravity. Set the physics gravity to 0, then apply your custom force to all sprites in your game at every tick.

    Rotating a 2D vector is a simple math problem, use google for that. So in order to rotate the gravity, you simply rotate your custom gravity vector, and all your objects should fall in the desired direction.

  • You need to detect the double jump first, then create the effect.

    Creating the effect is trivial : simply instantiate a sprite or a particle system at a given position (you could use a custom point on the player). The sprite could have the Fade behavior in order to self destroy a few milliseconds after being created.

    I'm assuming you already know how to detect the double jump by the phrasing of your question. If not, you might want to follow this tutorial.

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Zed2100

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