BluePhaze's Forum Posts

  • How did you get stuck, you have infinite air jumping ability

  • Preview has a lot of debug overhead.

  • But-not-as-much-as-I-did-apparently. Although-there-are-times-where-I-prefer-to-underscore_when_I_type_you_know_what_I_mean?

  • murdok Go through he basic tutorials on creating platformers. Read the Manual and search the forums. You will find that if you do these first, it will eliminate 90% of your questions. The ones you have left will get much better responses since they are not covered in the beginners documentation.

  • The link to CAPX says "Required!" for a reason. You need to include the link to your sample capx file with the report in order for it to be checked.

  • Always go through the tutorials first. They answer many of the beginning questions with construct.

  • If you are running at 726 then you are losing about 50 pixels as the actual resolution of that phone is: 1280 ? 768

  • Do a search for multiplayer and you will see some of the options available. Multiplayer relies on server side so there isn't much that Construct 2 can do as it is all html5 client side. There are however ajax, etc... that can be used and some systems like Clay.io and others that provide some functionality.

  • UberLou Any chance you would be willing to share a sample event sheet? I just want to see an example that is working where the spriter object is pinned to the player sprite, etc... I am thinking there must be something I am doing wrong. For some reason when I do it with a new sample spriter animation, the spriter object does not pin to the player sprite and the animation does not loop for me.

    I created a simple animation and dragged the scml into construct 2. Then I created a simple square sprite. Assigned the platform and scrollTo on the square sprite. Assigned the Pin behavior to the Spriter Object. And in my event sheet made an event that when I push the P key it should set the spriter objects X/Y to the player sprite and pin to it. That part does not seem to be working for me...

  • UberLou I do this as well, I guess I just need to figure out the dimensions and keep testing... Do you add the pin behavior to the Spriter Object? The Spriter Object as Opposed to the Family it creates, etc...

  • I get some oddness when I have done that in the past, do you just make the invisible sprite the same size as the sprite you used in Spriter? Getting it to line up has been hard as I am not sure where the image point on the spriter object ends up.

  • You could also use distance or some type of instance variable to set a priority for each type of enemy that way when they are targeted it looks at the variable to decide which one to target first...

  • UberLou Some of the issues I have are around collision boxes etc... it is hard to tell the size of the character during map design... also hard to assign the platformer behaviors, etc... when I can't see the size and collision box for the characters. So far I have been exporting everything as png and importing them as frames. But it takes a lot away from the smoothness of the animation and you have to do a lot of playing with the speeds.

    When you bring in your .scml do you assign the platform behavior, etc... and if so to which objects? My platformer needs to be as precise as possible because it does count a lot on tricky jumping and other stuff that heavily leverages collisions.

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  • mrPeanut Look up some of the forum posts on Megaman engines and you will find plenty that have simple ways of adjusting jump height based on the length of time the jump button is held. Usually it is as simple as setting the Y value while the button is held down.

  • UberLou Just wanted to check and see if you are exporting the animations as .scml files and if so how you are dealing with sizing, etc... in the C2 layout view.