Aeal5566's Forum Posts

  • This sounds like something really basic that could be done easily with events why bother using python?

  • Now how did that happen?

    When you define a new Private or global variable you can set the default value which means that when a new instance of that object is created it will automatically have that value. You can change individual value of the instances of an object in the layout editor but any instances made at run time will have the default value.

  • If you use the program DropBox to share caps across computers automatically its pretty easy to do collaborative work. Also You can make level editors/loaders/saver fairly easily.

  • Im pretty sure that a tile map would still have to be a power of two or it would be upscaled to the next power of two. That is just how the hardware and DirectX works.

  • <img src="http://www.carphotos.org/wp-content/gallery/s7/saleen_s7-side2.jpg">

  • Looks pretty cool. I would like to make a game like it with my own graphics though.

  • They can always add plugins that is why they are called plugins. You would just have to install them manually or they make an install pack that has a bunch in them.

  • Back and forth is a path just not a very complicated one.

  • Check out deadeyes platform school it will answer alot of questions about this kind of stuff and shoy you how to do it.

    There is not path object but it is explained in the tut i mentioned above.

    also you can check collisions by comparing the positions but your better off making 2 separate object and checking collisions on the spike object. Or if you have to use one object for the spikes and platform make an invisible sprite and check collisions on that for spikes.

  • Read these and you will feel better

    http://www.kontraband.co.uk/pics/17531/ ... ge=35#show

  • You can already make a level editor loader and saver its not that hard just time consuming.

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  • that would work but else seems to be messed up lately so I just use inverted is it fixed in .99?

  • 1[Player is jumping-----------------------]-------------------------{Do jump}

    -[=//=Player is on ground----------------]

    -["Double Jump" is equal or less than 1]

    You need to increment double jump and just check if it is 0

  • You have to invert the condition and it will act like a mouse is not over condition.

    To invert it right click the condition and select invert.

  • Double jumping can be solved with the platformer behavior you are using by simply making a check on your jump button like...

    +is 'Jump' pressed

    +is 'Player' in Air

    +then do Jump

    This will not work the way you think it does because it does not limit the amount of times a player can jump. You need to make another condition that checks if the player has already double jumped and then set it back to 0 when he lands.