Beard's Forum Posts

  • 6 posts
  • In Actions, under Z Order, you can "Place in front of another object" or the opposite.

    I think thats what you're looking for...just use that action whenever you spawn the object.

  • Great post! Very clear and straightforward explanation of a key platformer element Its also fairly easy to make sure this applies to double jumps too.

  • The cap is supposed to demonstrate a state machine

    There are many benefits to knowing the exact state as opposed to just having "If jumping set animation 'jumping'". Simply doing "if keydown(move left) or keydown(move right) then set animation 'running'" doesn't offer the same control or flexibility as a state machine.

    Example updated to include double jumps, wall slide, wall jump, triple-punch combo, and jump kick. I'm now adding a proper control options screen and commenting the code. First part of the tutorial should be up soon and will introduce state machines and explain the code I used to implement one.

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  • I actually never used MMF. The reason I recreated the platformer functionality is because I needed more control over animation. Using the built-in animation tags tends to "overpower" any other animations you set. You can't even have different animations for walking/running if you just use the built-in platformer animation system.

    Also, having states for everything, even basic states like walking and jumping which are handled by the platformer behavior, makes it much easier to handle transitions. I agree the code isn't as pretty as it could be, but it makes adding new states really easy

    New example update coming later on which includes more states, attacks and uses sglorz's input system. Once thats up I start working on the actual tutorial

  • I must have forgotten to disable the shader effects. I uploaded an updated one without any effects and with a few more animation states. Same link as the first post.

  • Hello everyone,

    I'm new to the board, been using Construct for about a week now.

    I'm hoping to develop a platformer type game with Construct, and am planning to write a step by step guide to the various features I'm planning:

    -a robust platformer state system

    -implementing animations for every conceivable state

    -smooth combat system using buffered attacks/combos and targetting

    -very modular design (trying to keep event sheets as neat as possible)

    It'll also include (as part of the state system example):

    Wall slide, wall jump, wall climb (ladders, etc.), floor slide, double jump, super jump, charge, mid-air charge, grappling hooks/swinging from ropes, gliding and flying, hanging from wall ledge, crouching, up against wall, backdash.

    All with well defined transitions between one another. I'll be using Chumbucket's popular sprite sheet for animations, and other random royalty free art I find.

    Example cap:

    http://www.box.net/shared/3sz5684xgk

    Try double jumping, wall jumping, and the triple punch combo.

    To jumpkick, press attack while double jumping.

    Comments on what I have now would be very appreciated. I'm focusing on manageability, so any tips on how to clean up the code, or do something in a simpler way would be great.

  • 6 posts