mekonbekon's Recent Forum Activity

  • CaesarSalad

    Apologies for the delay in getting back to you. I'm still running the latest stable version due to client work, so can't update C2 yet, sadly.

    Based on the code and image you posted one or more of the following could be a problem:

    The X-axis spawn position for the pillar creation looks incorrect - it should be 630, not 1100.

    Make sure that the origin point of the pillars is in the bottom left hand corner.

    Also, the array's initial dimensions should start be 0,1,1.

    Aside from that I can't see anything obvious that would be causing issues. Hope that helps

  • Sorry CaesarSalad I'm still running v244 due to client work so can't view the file - could you post a screenshot of the code instead?

  • - you just need to change the origin point in the sprite editor. If you want pendulum-like movement then use the sine behaviour as Kyatric suggests.

  • CaesarSalad

    How about this?:

    https://www.dropbox.com/s/pzcukq604drys ... .capx?dl=0

    This generates a random level on the fly, saving it to an array as you go - I'm saving heights, but you could swap this for sprite frames/animations, different sprites etc

    Pressing the space bar will allow you to replay the level from the start; if you reach the point where you restarted in the saved level then it will continue randomly generating the level from that point.

    Press R to reset the level.

    If you want to permanently save the current level then you could save the dictionary to local storage, allowing you to reopen it in subsequent play sessions.

  • Cheers Kyatric <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":-)" title="Smile">

    Same file in c2:

    https://www.dropbox.com/s/d7goq08jc1xi1 ... .capx?dl=0

    Kyatric's method works best if you want the speed to ease in and out at the limits of movement, mine is good if you want uniform speed.

  • Would something like this work for you?:

    https://www.dropbox.com/s/l004glp91d67k ... e.c3p?dl=0

  • Flodcp

    Really nice! I love the aesthetic and the koto sounds and ambient noise work very well together.

    It shouldn't be too hard to get some ambient background effects in there, like cloud/bird shadows occasional butterflies, leaves blowing past. How about intermittent gusts that blow the bunny's ears?

  • Also here, if you want parabolic movement:

  • oliver144 I've been using Bitballoon with C3 exports and it works fine. You need to drag the unzipped build folder into the upload box.

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  • Hi Ashley

    That's the same as I had in my demo, except I had to insert a wait 0 seconds between the "Set animation to idle" actions, otherwise at the end of the attack anim the sword idle triggers before the knight idle. You can see this if you step through your example in debug to the end of the attack anim. It's odd that it should do this - why wouldn't both anims change on the same frame given that the actions are on the same trigger?

  • Yeah, checking the animation frame every tick isn't great, but perhaps not such a huge cpu hit - might be worth stress testing.

    I'm guessing that it's something to do with objects only being drawn at the end of the step. Not sure why that would result in the sword switching to idle *before* the knight though.

  • Rable This was the only way I could find to get the animations to consistently sync on every step:

    https://www.dropbox.com/s/po3c2aabf8h6c ... .capx?dl=0

    It still uses a wait 0 seconds to stop the sword idle jumping ahead, so maybe not ideal?

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mekonbekon

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