Aeal5566's Forum Posts

  • I know it works with one enemy but when I make another instance of the same enemy it gets confused. I got rid of the collision thing for now cause its just making things messy I can add it in once I get the terrain tracker working.

    The terrain tracker is contained in the enemy. And I have two instances of the enemy on the field. Two terrain trackers are made but they are both placed at one enemy...

    And I cant post the Cap cause the guy Im working with dosent want our Ideas stolen... He has had that problem before...

    *edit

    Ha it was the for each setting of the terrain tracker that was messing with it...

    but now if one terrain tracker overlaps an object with the terrain attribute they all jump...

    and if I add a for each ground object it crashes...

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  • Im using Fammilies for my Ai in the code so I dont have to reprogram the Ai for each enemy type. Right now I am using a modified version of Deadeye's example http://www.scirra.com/phpBB3/viewtopic.php?f=4&t=1949&start=60 Here is a picture of the code as I have it now the problem is that When I make multiple instances of the enemies the terrain tracker dosent snap to both of them only to one of them and it gets all confused Ill try to make a new .cap that illustrates the problem better but Im at work now...

  • Okay np I wont take graphics just code. Its not cool to steal graphics...

    Great entry, I loved your game. Once I get more proficient with construct coding I think I may try to enter on of their compos.

    I looked at that thread on TGI it was unfair of that guy to blame construct I completely agree. I mean using it to make a basic platformer seems easy but then when you get to things like AI and that stuff its not so easy especially with some of the strange bugs that do pop up every once in a while but they are usually easy to devise a work around with some questions and brain power.

  • Deadeye

    Would you mind if I used some of those ideas for the Ai I am currently working on?

  • Thanks for the quick reply it is much appreciated. Good to know. now I dont really have to worry about using extra "Flag" Sprites as much

  • This may seem silly but do Invisible sprites take up GPU render time because it still has to draw the position of the object?

  • Strangy enough I had that and in a fit of desperation took it out and viola it worked funny I know but works all the same...

  • Im using families for my AI and I have 2 enemies but for some reason it only applies to the first object in the gorup and only the first instance of that object even... Am I doing something wrong?

  • Yes if you do play it feel free to tell us what you don't like or what you like.

    Here are some known bug to watch out for

    Fireballs spawn at the wrong point

    If you tap the space bar the charging animation keeps playing

    while using fire dash if you press D or A he will stop.

    He somtimes will drift to the left part of the screen.

    sometimes when you run than charge his charge animation plays and he "glides" across has he runs

    And please please comment...

  • ********************

    ********************

    Through the Veil Productions Presents:

    Dernier Cadeau

    ********************

    ********************

    A dying world in need of help. A young man who has lost everything. A captivating tale of revenge Dernier Cadeau mixes classic platforming elements with new twists. Channel the power of the elements through your sword, save lives and souls as you fight through this dying world. Explore lush forests and arid desert as you search for meaning in this new world. Use your powers to go beyond what you can see and take notice of your surrounding for they may hold clues about what to do next.

    We have a tech demo of the game for now we are almost ready to enter the next stage of development. we will make sure to keep every one posted I hope you enjoy our small tech demo keep in mind it is just a tech demo. The controls are in the read me along with the powers that you have(to make the most of the demo you have all the powers). We hope to have a full demo out sometime soon.

    [/IMG]

    Finally the File http://www.mediafire.com/?jznnunycloo Sorry for the files size we do have music and sound in there too...

    Quick note about us: Through the Veil Productions is a small group of what some (Andrew) have dubbed us as Neo-Classical game desingers.

    So far we Have 4 members:

    Tyler - Aeal5566(me)

    Brian - ansmesnobody

    Andrew

    Ian

  • Its been posted. The problem is though is it will delete the event with the bug when you open the Cap. I commented on how to recreate the event so it causes the crash.

  • I tried using a basic custom platform movement no luck... Guess I will just have to wait for it. Thank you for your help though it is mush appreciated. You wouldn't happen to know Anything about the second thing in the post would you?

    Also I think i found a bug in the Families but i'm not sure. If you have any event where you would type in a family name (Flying in my case) then get a Value. If you type the value name in the wrong case it will cause a crash. so if i typed Flying.Value('xrange') and the variable was really "Xrange" it would create the event but when it ran it would cause construct to crash...

  • If you had the ability to overwrite the controls at run time you could load them from an .ini file. So instead of having say W as move left it could be a line of code to load in the key from a line in an .ini file.

    You would have to have the ability to change the controls on the fly not define them in construct. If you cant change the platform controls while your game is running then its not possible to do what i want as of right now. Thanks for your responses. The only other way I can see doing it would be to make a custom platform movement But I don't have the know how to make a good one right now...

  • sorry for the unclear description...

    Im trying to make it so that the user can input their own controls instead of setting them in construct. so if they want to use space for jump instead of shift they can change an option in a menu.

  • First the question: Is there any way to have user controlled platform movements using the platform behavior.

    The problem: When I go to run the Layout in non-debug mode it crashes at run time. With debug mode it runs fine. And if i compile to an .exe it runs fine too... any ideas about why this happens?