BLACKMASK CEO's Forum Posts

  • Hello C2 Community! Got another one for you guys... I don't think this one is as difficult as my last post(s) so hopefully you guys can chime in... I have a platformer going, and now I at the stage where it's time to get the HUD assets some "meaning"... I've been through Ashley's tutorial on platform games like back and forward again for a week now, and my issue is this: Instead of a C2 editor sprite. I substituted it with one of my own art asset... So I imported the animation frames(one for full health, half and empty) And got the instance variable thing going... Made my max health at 50, and the first enemy collision nets 25 pts. damage to hero's health... Ok that works no problem... Even figured out how to change the graphic for the health bar from full to half... No the problem is I want to get to empty and lost of life on the final collision with enemy... Is there a simple way of performing this task folks? Appreciate any help...

  • Oh man!!!! Thank you guys!!!! I haven't checked on this post in a bit... Thank you jobel and Mcflygold!!! I've been trying to figure out ways around using events at all in my game... But my luck has ran out :/ So now I'm back online filtering through tutorials again... I'm getting better at using C2 which is a good thing really... Anyway, appreciate you guys taking the time to chime in <img src="smileys/smiley2.gif" border="0" align="middle" />

  • UPDATE:

    I want to share this with everyone since lately people have been trying to help me when I do post a question... I'm excited because I've been on the site all day (Mostly reading Ashley's tutorials) and finally had that "light bulb" brainstorm moment. :) As to my dilemma, What I did wrong was this: keyboard(key) is down = sprite = set animation to "jumping" when in fact is should be; keyboard(key) is pressed = sprite = set animation to "jumping"... RELIEF!!! Also FYI: I figured out a problem that was puzzling me for a while... My sprite overlapping(or under-lapping)the solid platform object... I understand this problem can be fixed with events, but I figured out a crude, but effective way to speed this up: Invisible walls... So far it's working out fine... Now when I decide to create bigger maps with more assets on them, I'm hoping I don't run into lag issues... :/

  • Thank you anata! This is very helpful... It may help solve my issue. <img src="smileys/smiley32.gif" border="0" align="middle" />

  • I don't think I'm explaining this right... Normally, when I play a retro side scrolling platform and hit the jump key, the sprite will jump... Now if I press and hold the jump key down (And the jump animation has already concluded) once the player sprite has fell back down onto a solid object, they do not stay in a jump animation... rather the player sprite reverts back to the walking or still animation (idle)... A good example of a retro game with this mechanic is Mega Man... I hope I'm explaining this right (though I haven't had the best luck getting answers from this forum... Not a knock on you guys, It's my explanations I'm sure)... Basically my player sprite stays in the jump animation(with the jump key held down) even when it reaches back down onto the solid platform object... I need my sprite to revert back to the walking animation (idle) even though I still have the jump key held...

  • Hello C2 community! Back with another one... I'm running into an issue with my platform game. When the "jump" key is pressed and held too long, my sprite will stay in the "jump" animation frame even when I'm back on a solid object... Is there a condition I can use to retain my still/walking animation even with the "jump" key still held down?

  • I have another problem C2 community... as usual. Sorry, but would anyone happen to know anything about collision points and platformer/player interaction with other sprites causing graphical problems? For example, I have a PNG pinned to my player/actor cube(sprite) for a "smoother transition" when moving through the side scrolling map/maze... BTW I owe that information to one of the tutorials here on the forum... Anyway, My problem occurs when I try to backtrack through the map. If my PNG masked actor runs into one of my tile platform sprites, It appears as if my actor is "behind" the tiled platform... Now I just had a thought that maybe it could have something to do with the Z order of the tiles and of my PNG pin mask causing this problem... But I think my original thought of the collision points apparently being "off" somewhere on my tiles or my actor may be more accurate... So that's where I'm at right now... I wish I could upload a pic or vid to show you exactly what I'm referring to, but due to copyright yadda yadda, that won't happen... I hope this was informative enough that someone will understand and be able to assist me. Thank you...

  • I'm sure I can't be the only one thinking this, but how does a 3D interface work in C2?

    And Unity+C2, working together somehow? or making in C2 and porting to Unity?

    I'll be interested in helping on the art side of things if the projects scope isn't too large. (Working for free for a long period of time isn't really what I'd want to be doing)

    Cheers :)

    <img src="smileys/smiley32.gif" border="0" align="middle" /> Amen brother!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Ok thanks <img src="smileys/smiley1.gif" border="0" align="middle" /> I got my objects on the layers, and I can see them! again appreciate the help... I'm used to how Photoshop's layers operate, so the first time with C2 was like "wow... this isn't like PS' layer set up" lol! But I think I'm getting the handle of this editor...

  • That did it... Appreciate the help

  • Ok will check on that in a sec... BTW do you know if the layer numbers have anything to do with it? I had that thought just now, ie layer 0, layer 1, etc....

  • I'm sorry for asking this of the community... I seem to be having layer issues with the game I'm currently working on. I have 4 layers in the game so far, and the 1st and 2nd layers' objects appear "on top" of the layout... The problem occurs when I import my sprite/tile objects to the 3rd and 4th layers... For some reason, the objects appear "underneath" the layout... I'm using the 1st and 2nd layers as HUD and Foreground, and the 3rd and 4th as Parallax and Background... Also I forgot to mention I using the free edition of C2, but I doubt that's the issue... I even tried using the Z order option and that didn't do what it's suppose to do... What do I need to do in order to get the 3rd and 4th layers on top of the (white background) layout? I hope I provided enough information, my apologies if I'm not explaining this right...

  • Ok let's experiment here... Revisited a post from this site's forum (New chrome version support/Direct Input gamepads) And mostly the thought process was try all gaming controllers and praying for a high rate of success... Well I just plugged in my XBOX 360 into my cpu and behold... My computer recognized the controller and installed it... Very nice indeed, but we're only 25% complete on my goal... Still have to get Construct (and I'm sure Chrome as well) to recognize... Tried to look in chrome's settings for an option for the gamepad plug-in or whatever, but came across nada... Will continue to search online for some sort of information that can guide me from this point... Maybe I can get to birds by figuring out my Logitech controller gamepad issue as well...

  • Ok, so since I'm talking to myself (no offense community members) I might as well share what I've learned: The gamepad seems to be recognized by my computer so on that end I'm good... Now surfing the internet early today, I found out that the browser you use with your project has a lot to do with the gamepad operating properly... Also plug-ins may be needed as well... So My guess is: Scirra did not forsee people wanting to implement gamepad controls into their project at the initial development of construct, and now they are try to work that feature in through updates and/or plug-in add-ons... Not really sure what the case is but It is a bit disappointing that it's way more difficult to sync in a gamepad as oppose to using the default keyboard... Hopefully implementing other "new" features won't be as difficult.

  • okay guys I just can't figure it out and I'm completely stumped... I don't want to do anything to mess up what I got going so I'm reaching out to you the community... If someone could upload a tutorial that specifically deals with integrating a gamepad controller into a platform game I would appreciate it... A vid would be nice, but I'll take anything at this point... again thanks for any help folks <img src="smileys/smiley14.gif" border="0" align="middle" />