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How to check if a key is being held down?
How to check if a key is being held down?
Can someone help me with a bug?
So now, I have the player event, which sets up the pictures at the beginning and controls the player's spinner.
In the instances where the player wins the roll, I turn on the switch "Attacking Enabled", which triggers this event:
However, when I win a roll and I press the right arrow key (the key for attacking), it shows the attack animation in a weird flickering sort of way, and it keeps immediately going back to the player's idle pose.
Strange enough, the enemy's animation (the bird) does play correctly without any flickering or resets. I can't figure out what's wrong.
So now, I have the player event, which sets up the pictures at the beginning and controls the player's spinner.

In the instances where the player wins the roll, I turn on the switch "Attacking Enabled", which triggers this event:

However, when I win a roll and I press the right arrow key (the key for attacking), it shows the attack animation in a weird flickering sort of way, and it keeps immediately going back to the player's idle pose.
Strange enough, the enemy's animation (the bird) does play correctly without any flickering or resets. I can't figure out what's wrong.
How to check if a key is being held down?
How to check if a key is being held down?
Well, I tried but I'm still having some troubles.
I didn't insert any waits, because if I do, if the player pressed the attack button nothing happens for a while and then after a few seconds the attack is shown. But, even though I set the "enemy defend" to 300 or over, the counter shoots up to that amount almost immediately, making the attack always fail.
I need some way to, let's say, have a variable add 1 value for every second that transpires, but without holding up other processes.

I didn't insert any waits, because if I do, if the player pressed the attack button nothing happens for a while and then after a few seconds the attack is shown. But, even though I set the "enemy defend" to 300 or over, the counter shoots up to that amount almost immediately, making the attack always fail.
I need some way to, let's say, have a variable add 1 value for every second that transpires, but without holding up other processes.

How to check if a key is being held down?
How to check if a key is being held down?
Hi guys, I have another question regarding to this minigame:
Is there a way to check how long it takes until the player presses a button? See, in this Rock Paper Scissors game I want to implement a system where, if the player wins the roll, he has to attack the enemy in order to score a point. But he has to attack immediately after winning the roll, because if he waits one second (or half a second) the enemy will raise his shield and the attack will fail.
So if the player doesn't press the attack button one second after winning the roll, the enemy pulls up a shield. How would I go about that?
Is there a way to check how long it takes until the player presses a button? See, in this Rock Paper Scissors game I want to implement a system where, if the player wins the roll, he has to attack the enemy in order to score a point. But he has to attack immediately after winning the roll, because if he waits one second (or half a second) the enemy will raise his shield and the attack will fail.
So if the player doesn't press the attack button one second after winning the roll, the enemy pulls up a shield. How would I go about that?
Animal Main Characters
How to check if a key is being held down?
Logical Dungeons in RPGs
I agree, illogical dungeons sort of ruin the immersion.
But honestly, making your puzzle fit in with the plot ain't that hard if you know what you're doing.
A good example is Fort Dragonia in Chrono Cross. The first time you come there, you have to clear four puzzle rooms: One of them opens up pathways as you change the order of your party and interact with a statue, another is like a maze, with some enemies here and there. Then there's a puzzle where you manipulate platforms by interacting with objects, and a puzzle where you're standing on a rotating bridge, and you can choose the direction where the bridge will drop you.
Anyway, all of these puzzles fit in with the scenario because you're traversing a ruin built by an ancient civilization. A civilization with many secrets and hidden rituals, which makes it only natural that they would install traps.
And now I can hear you say, "But they'd have to go through those traps themselves too". And that's where it all adds up, because later in the game you get an artifact created by that civilization that immediately activates the fortress, without going through all the puzzles.
But honestly, making your puzzle fit in with the plot ain't that hard if you know what you're doing.
A good example is Fort Dragonia in Chrono Cross. The first time you come there, you have to clear four puzzle rooms: One of them opens up pathways as you change the order of your party and interact with a statue, another is like a maze, with some enemies here and there. Then there's a puzzle where you manipulate platforms by interacting with objects, and a puzzle where you're standing on a rotating bridge, and you can choose the direction where the bridge will drop you.
Anyway, all of these puzzles fit in with the scenario because you're traversing a ruin built by an ancient civilization. A civilization with many secrets and hidden rituals, which makes it only natural that they would install traps.
And now I can hear you say, "But they'd have to go through those traps themselves too". And that's where it all adds up, because later in the game you get an artifact created by that civilization that immediately activates the fortress, without going through all the puzzles.














