Works perfectly, thank you DaveC!
Posts by Hidronax
Welcome to our brand new Clickteam Community Hub! We hope you will enjoy using the new features, which we will be further expanding in the coming months.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
A few features including Passport are unavailable initially whilst we monitor stability of the new platform, we hope to bring these online very soon. Small issues will crop up following the import from our old system, including some message formatting, translation accuracy and other things.
Thank you for your patience whilst we've worked on this and we look forward to more exciting community developments soon!
Clickteam.
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When I press spacebar the player shoots a fireball. I want a yellow, semi-transparent circle to be around each fireball, how do I do this? Each fireball must have its circle that follows it.
Thank you -
Thank you for replying. However, I fear that won't work the bar would just keep starting to flash (resulting in the bar not appearing at all, which is the same problem I'm experiencing right now)...
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I'm making a game and I want the Health Bar to flash while the health is below 15%. What's the best way to do that?
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Could you upload some kind of example?
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I think a flag (boolean variable) should do the job: basically when the button is pressed and the value of the flag is 0, the value is set to 1. If the value was 1, it's set to 0. As long as the value is 1, your auto feature repeats.
You can also change the text on the button when the value of the flag is changed. -
I'm afraid I haven't understood what you mean.
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Well, you might multiply it every n seconds for 1.2 for example.
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Hello, I'm making a character with double jump. I've made an animation for jumping, one for falling and one for the double jump. However, I'd like to play two junction frames between jumping and falling, but not between double-jumping and falling. I hope I was clear enough.
Is there a way to do that? Thank you -
You might use a timer (Time X object for example). When the player is falling, the timer starts. When the player stops falling, you stop the timer and check its value and decrease the player's health if needed. Then you reset the timer. You might need a flag to check if the player is falling, or use the same condition you use to play a 'falling' animation (if you use one).
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You want the rest of the room to be in TOTAL darkness? You might create a big black rectangle with a round hole in the middle. The hole should always have its center on the player. When the flashlight is off the rectangle might play an animation in which it is completly black, or something else might cover the round hole. The dimensions of the rectangle should be twice the dimension of the window.
This is just a quick random idea, maybe a better solution can be obtained improving this one.
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Thanks for the tips Del_Duio, at first I wanted to handle the change of the animations using timers and flags but it's too complicated, so I created a group of conditions for every character. The groups are enabled only one at a time (the one corresponding to the character being used), in this way I can use conditions like 'Animation X is playing' etc. Now everything works perfectly. Still, I'll take a look at the examples posted by you and Sparckman, maybe there are other parts that can be improved.
Thank you for the help! -
How about using the Platform Movement Object by Olle Fredriksson? You could use two of them for the two players, and set them so that one reads the left key as 'left' and the other as 'right'. Same for the right key.
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Is there out there a good platform movement example? I'm trying to make my own but I'm quite sure many things could be made better.
For now I have troubles with the shooting animation: if the player is running and 'spacebar' is pressed, the player should stop, play an animation and shot an object. If the player is jumping/falling while the key is pressed, he should play another animation and shot the object, then return to the jumping/falling anim.
The problem is that I'm trying to control all the possible characters using the same conditions, so instead of using 'While animation x is playing', I have to use a timer. Any ideas?Basically all the characters are at 0,0 from an invisible box object. When you move the player, you actually move the box object. Upon pressing 'S' the current character becomes invisible and the following one becomes visible. In this way you can switch the character you're using. The animations of all characters are controlled via flags (set as alterable values of the box object).