lukezero's Recent Forum Activity

  • It's because he failed his ninja training and the box is too heavy. Also it's because you have on collision with box which only ever triggers once, when you are pushing against it you have already collided. For stuff like this I use overlapping at offset, that way you can constantly detect when the player is close to the box. The animation can be fixed by disabling some of the Walk animation events when you are pushing the box, at the moment they just override everything and try and walk whenever the player moves.

    https://www.dropbox.com/s/b0suhzzn6d9mb ... .capx?dl=0

    LOL! Thank you very much, dude! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Just one question: why the box is moved in a shaken way? Can we move it smoothly?

  • Hi guys!

    I'm trying to implement the ability to push objects into my game character (something I thought would be fairly easy), but it's not working well.

    The character pushes very slowly, the defined animation isn't play and after a short time, the character stops pushing the box.

    If anyone can collaborate, I leave here the CAPX for analysis and corrections.

    https://ufile.io/9m53j

    Thanks in advance! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Can you post an event sheet screenshot of your attempt so far? I haven't played Shinobi 3 so don't really know how that attack works

    Sure ErekT, I have now sent you a message with this content.

  • Up! ^_^

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Now I'm trying to make a descending diagonal attack, like Shinobi 3.

    ErekT, I'm trying to do it using the same principles that you shared with us, but now using the "down" and "attack" buttons as triggers.

    I still cannot get it to work properly. Does anyone have suggestions?

  • any capx please?

    Sorry dude, in that case, I cannot share my CAPX with you because it's all my game project.

    However, we described exactly in this thread what has to be done.

    If you have any questions, feel free to ask.

  • Hey, glad you figured it out. Was away or I would have replied earlier. Anyways, since you're using the platform behaviour you shouldn't use dt. All behaviours use delta time automatically.

    Thanks one more time, ErekT!

    Now I'm using the DT with the platform behaviour. Do you think this could lead to a problem?

  • I did it!

    The problem was just the condition to finalize the dashing attack, that before was the end of the dash attack animation and now is the zero velocity. I still don't understand why the C2 didn't allow the operation by the end of the animation. If anyone can explain, I'm open to explanations.

    Thanks everyone! ^_^

  • I'm almost there, after deactivate/activate some Character moviment groups.

    I'm so rusty...

  • Assuming you've structured your game logic something like this...

    Each fighter uses states for different actions and attack moves i.e.:

    Fighter.State == STATE_RUNNING, STATE_ATTACKING, etc...

    Fighter.AttackType == ATTACK_DASH, ATTACK_PUNCH, ATTACK_KICK, etc...

    ... you can check the state and determine an attack from that:

    > // someplace that runs every tick
    if (Player.State == STATE_RUNNING)
             if (KeyDown(KEY_PUNCH))
                    Player.State = STATE_ATTACKING;
                    Player.AttackType = ATTACK_DASH;
    
    // reduce movement speed while doing the dash attack
    if (Player.State == STATE_ATTACKING && Player.AttackType == ATTACK_DASH)
             if (Player.MoveSpeed > 0)
                    Player.MoveSpeed = Player.MoveSpeed - 0.5*dt;
             else
                    Player.MoveSpeed = 0;
    [/code:3j3a9agt]
    

    I tried here and unfortunately don't worked well.

    Does anyone have a CAPX example with a "dashing attack" functional?

  • I still haven't been able to do it. I don't know where I'm going wrong.

    The attack during the race has to slow down until it stops completely in a short time. The animation of the attack remains until the speed reaches zero, changing to the normal state of the character next.

    Note: The problem here wasn't the difference of the animation DashAttack and RunAttack.

  • Assuming you've structured your game logic something like this...

    Each fighter uses states for different actions and attack moves i.e.:

    Fighter.State == STATE_RUNNING, STATE_ATTACKING, etc...

    Fighter.AttackType == ATTACK_DASH, ATTACK_PUNCH, ATTACK_KICK, etc...

    ... you can check the state and determine an attack from that:

    > // someplace that runs every tick
    if (Player.State == STATE_RUNNING)
             if (KeyDown(KEY_PUNCH))
                    Player.State = STATE_ATTACKING;
                    Player.AttackType = ATTACK_DASH;
    
    // reduce movement speed while doing the dash attack
    if (Player.State == STATE_ATTACKING && Player.AttackType == ATTACK_DASH)
             if (Player.MoveSpeed > 0)
                    Player.MoveSpeed = Player.MoveSpeed - 0.5*dt;
             else
                    Player.MoveSpeed = 0;
    [/code:2ez2pkc9]
    

    Thanks so much, ErekT!

    I used Functions and Boolean variables to set the player's mechanics and movements.

    Do you think that String variables is more effective?

    It's worth emphasizing that my game mixes characteristics of the platform and beat 'em up genres. My character has several abilities such as attack, concentrated attack, combo attack, double jump, run, slide, climb and pick up impulse on the walls.

    I confess that I had forgotten to apply the Delta Time to the platform states, but I'll test now.

    Soon I'll tell you what happened here.

lukezero's avatar

lukezero

Member since 4 Oct, 2014

None one is following lukezero yet!

Trophy Case

  • 10-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Email Verified

Progress

14/44
How to earn trophies