BluePhaze's Forum Posts

  • Platform and Physics behavior do not work together. You best bet is to work with setting the characters vectorY when your jetpack button is down (Just keep incrementing it while the key is down).

  • I have a few that I would love to make in a more modern style:

    R-Type

    Dragon Breed

    Blaster Master

    Castlevania 2

    Wanderer of Y's

  • Skyrim291 What? That isn't really a very descriptive statement.

  • Also, please use the but reporting template as it makes it much easier to get the required info.

  • Ah, you found an answer, can you then mark this topic (the subject of this thread) with the [Resolved] that way people don't keep coming in to answer.

  • You also need to add logic to any event that would play sound to check the value of togglesound and only play if togglesound is 0

  • Kenney any chance you can add items like segments of rope, chain, etc... Little details like that would be of great help especially if the aesthetic matches your existing packs.

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  • Put an invisible object with the scrollTo behavior, put it where you want it to start and the screen will follow it.

  • reinhardius That is what I was trying to say, I couldn't remember which file it was, thanks!

  • Whenever you change BG's destroy the other ones that are no longer being used. Just remember the spot they should spawn at if you need to create new ones.

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  • as a good practice to avoid any holes in your logic, I also highly recommend making a variable that tracks if sound is muted or not and using it as part of your conditions that play sounds. For example:

    Condition:

    On Player Collision with HorribleDeathTrap > Set Player Animation to "Death"

    SubCondition: If Muted = false > Play Sound "Player Death"

    Having a variable for Muted will help in those cases where you forget to mute or silence the sounds for some reason. When the player clicks the button that turns mute on or off, it should also set the variable Muted to true or false.

  • It could be that your scaling is changing, try assigning the anchor behavior to the iframe.

  • Similar to the Zelda or megaman scrolling where it follows you and then it stops at a certain point when you are close to the end of the level or a wall. Then jumps tot he next section when you go through the door, etc... there are a few examples of similar setups, search for megaman or zelds scrolling on the forums here.

  • If I remember correctly you have to edit the config files instead of just using the menu options in Xcode. It's been awhile though so I may be wrong. Search the forums there should be a thread or two on it.