lionz's Recent Forum Activity

  • Can you elaborate on what the bugs are?

  • I use the progress bar which is built-in and then you can customise it using css for different statuses. Or you can just have a sprite that expands its Y+1 every tick so it looks like it is progressing/loading.

  • https://dl.dropboxusercontent.com/u/495 ... slots.capx is how I would do it without slot arrays. Mmmm instance variables.

  • At the point the direction is picked then you know which direction, right?

  • Nevermind I fixed it by adding a different kind of variable comparison.

    OnDamage ----------- SetNewHP to CurrentHP-Damage

    Every tick

    If StopDamage = 0 ------------- SetChar1.CurrentHP to Char1.CurrentHP - 1

    If Char1.CurrentHP = Char1.NewHP ------------- StopDamage = 1

  • Could be an obvious answer but I need some assistance with this counter. I have a player in an RPG taking damage, but rather than have the damage be simply taken off it counts down the damage to a new value.

    So i've set it up like this, where CurrentHP is the current HP of the character and NewHP is a new value set by CurrentHP-Damage :

    Every tick

    While

    Char1.CurrentHP > Char1.NewHP ------------ Set Char1.CurrentHP to Char1.CurrentHP-1

    When set up like this it just takes off the damage amount and updates to show newHP, so it's half working but it hasn't counted down by 1 every tick. If i remove the While and the variable comparison then the HP does just count down by 1 every tick as I expect but then of course there are no limits, it just keeps counting down. This is why I put the newHP in place, to set a limit. Am i missing something obvious here as to why it won't count down by 1 every tick while the HP is greater than the new HP?

  • Does increasing the jump strength on platform behaviour not work?

  • 'Set volume' in events to balance out the audio I guess...or balance it outside of C2.

  • Yeah use PhoneGap, and take a look at this too https://developer.apple.com/library/ios ... ction.html

  • Yeah, functions

  • For me it would depend on how the clothing relates to the gameplay. If it was just for character appearance in gameplay then it would be just a single sprite animation based on what was equipped. If the clothing had some effect in gameplay i.e. the armor would be visibly dropping off the player then i would use separate sprites for that. If it was an inventory I would set the clothing animation as different sprites i.e. armor sprite for armor set to armor selected, shoes sprite for shoes set to shoe selected.

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  • This is the easiest thing to sort out, something must be wrong with the logic. Post a link to the capx or a cut down version of the game with just the player movements and someone can fix it easily. Also you haven't said what you expect to happen when A and D are pressed at the same time.

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lionz

Member since 5 Aug, 2013

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