deadeye's Recent Forum Activity

  • No! I'm busy.

    Maybe later.

  • So take the "NOT X key is down" event out of #4

    Just keep in mind that some events can override other events, and be careful that you're not overriding things you don't want overridden.

  • Or slow your sprite down so it's only moving 1px per tick.

    Or make a loop that interpolates the old pos and the new pos and creates copies to fill in the gaps.

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  • It's because you're setting the "Standing" animation in the event right above. Every tick, the condition happens:

    + NOT Is walking
    [/code:1mt93gid]
    
    So the action triggers:
    
    [code:1mt93gid]
    + Soldier: Set animation to "Standing"
    [/code:1mt93gid]
    
    Now, "Standing" has only one frame.  Frame numbers carry over from one animation to another.  So you set the Standing animation, and soldier goes to frame 1... then in the next event you set the Shooting animation, and it shows frame 1.  It does this every tick, so you will never see frame 2 of your Shooting animation.
    
    You need to add some conditions to your other events, like so:
    
    <img src="http://i43.tinypic.com/1zfk03r.png">
    
    This means that you will only set the Standing animation if the player is not shooting.  So you change from Standing to Shooting just once, and the animation can then play through all the way because you don't keep setting it back to frame 1 every tick.
    
    Hope that makes sense.
  • Nice game concept, and nice use of physics.

    It's kind of relaxing, in a way. I would like to see maybe a "bad ending" where the shuttle takes off and knocks you off of your cloud or something if you fail to destroy it . Not that destroying it is hard, I had to actually try in order to not destroy it...

    Anyway, great job! Congrats on your first game, and good luck with the compo

  • Did you create your events on separate events sheets? Did you include those event sheets in the new layout's event editor?

  • when I right click on object bar and click "Show Object Tree" the bar goes grey, It does not respond to RMB click and I basically can do nothing to change it back save for reloading cap.

    am I doing something wrong or is it a bug?

    It's a bug, but it's also do to an unused/unfinished feature, so I wouldn't worry about it

  • by default, when you apply bullet behavior it moves object left to right -----> at the speed specified

    I want ability to start with bullet going right to left <------- or up and down.

    so that natural angle of sprite and default bullet direction match

    The "natural angle" is 0 degrees, so it's probably best to design all of your objects facing 0 degrees. (All of your objects that can turn around and move in different directions, that is.)

    If you want the object to face a different direction when the game starts running, use the "Set angle" action in a "Start of layout" event.

  • He doesn't really mean a minimap, he means a scaled-down navigation window. For the layout editor.

  • Sprite properties bar, at the very bottom

    Edit:

    Oops, looks like that's a v0.99.x option. If you're using v0.98.9 it's not there... sorry about that

    Anyway, even though v0.99.3 is marked "unstable" it's still pretty stable so you may as well give it a shot.

  • Okay then. How does this not help you?

    Yes, you can do that with events. There's a "Set animation angle" action and you can use whatever conditions you like to trigger it.

    You'll probably want to uncheck "Lock animation angles" in the sprite properties if you're going to do that, though.

    You make angle 0, you make angle 180. You uncheck "Lock animation angles" and manually set the animation angle when you need to. That way the animation won't change automatically from 0 to 180 when the sprite turns around... only when you tell it to. The leftward facing animation (180) will freely spin 360 degrees until you use an action to set the rightward facing animation (0), and vice-versa. And if that's not what you meant to do then yeah, I guess I'm not understanding.

  • Heh, it's lokijki. That's like asking water why it always has to be so wet.

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deadeye

Member since 11 Nov, 2007

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