My new game "The Myth Of Dazel"

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  • New version of the game is available

    In this version:

    • [Fixed] I fixed (again!!!) some animations issues
    • [Added] With my remaining events, I added a new level and even a new boss.
    • [Added] Now you can use the Hookshot while jumping
    • [Added] Now you can launch Arrows while jumping

    It's incredible what you can do with only 100 events but it also makes me think of "What we can do with a license!!!!!!!". Unfortunately, I can't afford to buy a license for the moment (patience...). I should have got one before even if I know that, at that moment, I still couldn't afford one <img src="smileys/smiley19.gif" border="0" align="middle" />.

    Anyway, more seriously, here are some screenshots:

    <center><img src="https://dl.dropbox.com/u/22785599/TMOD/Capture7.PNG" border="0" /></center>

    <center><img src="https://dl.dropbox.com/u/22785599/TMOD/Capture8.PNG" border="0" /></center>

    <center><img src="https://dl.dropbox.com/u/22785599/TMOD/Capture9.PNG" border="0" /></center>

    <center><img src="https://dl.dropbox.com/u/22785599/TMOD/Capture10.PNG" border="0" /></center>

    Please, don't hesitate to check that new version out and of course, le me know the bugs you found. Enjoy and stay tuned!!!!!! <img src="smileys/smiley4.gif" border="0" align="middle" /> <img src="smileys/smiley1.gif" border="0" align="middle" />

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  • ok first of all i didn't try your game after the update , ill check it later when i'm not busy ^^ ( collage stuffs because the collage starts tomorrow ).

    about your question , how can you put 2 varibales to fit on one animation.

    simple lets say we have a very complicated game which has the normal animations ( move,jump,idle,...) and another animations which has the mood of the player like player level5, level10 , level15...

    so in this way you have 2 variables , one for the normal and one for the mood or level ^^

    so in the animations of the player it will has like this :

    player_variable1_variable2 = player_move_level5

                                 player_jump_level5

                                 .

                                 .

                                 .

    now 2nd level (level10)    = player_move_level10

                               = player_jump_level10

                                 .

                                 .

                                 .

    and so on in all the stuffs ^^ in this case you just want to change the 2nd variable to change the whole animations from level to level and in one simple event you can do that for example :

    everytick ->>> player : level variable = set the variable 2 to "level&level variable"

    so now you have 3 variable the two i mentioned before and one for the counting the level ^^

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