Bonecrusher's Forum Posts

  • it gives me the error:

    "Failed to load application: The following plugins could not be found.

    Input System (Input System.csx)

    Please install these plugins and try again. You may be able to find the plugins at .

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  • cliche password: 123456

  • deadeye is there any hope this tutorial to be completed soon?

    this will be a huge thing for users and for construct software, but it still stays the same.

  • I hope i opened this in the true category.

    I looked the tutorials but I couldn't see content related with these questions, forgive me if there was one already.

    I know these are very wide subjects. But I will be happy if some tutorials had been made at least for explaining the theory of implementing these kind of subjects, even if not the "exact" system.

    Thank you.

    1- Save system and checkpoints:

    How the save system works in Construct? Checkpoint is a very old feature for the platform games, but I don't know how to do it. I have an idea, when player touches the checkpoint, the starting zone assigns to that point. But I am not sure if this is an good way to do it. One game example can be spawning points of Knytt Stories http://nifflas.ni2.se/?page=Knytt+Stories .

    2- Level changing:

    Let's say we have 4 levels. In the first level, we have 3 places to access other maps. We can enter and exit on of the levels like a secret level. Third level is a bonus level, and can be entered by a specific event, but after that can not be entered again. The fourth level is the "next level" of our first level. So, the question is "how to pass to the next level".

    3- Portal system:

    There were already "teleporting" in older games, but with the Narbacular Drop, many games implemented the portal system. Portals are 2 objects that we can pass through them in real time (like inserting our leg inside while our body stays otherside). There are two portal types, one is that places on specific surfaces, the other is stays on the air (can be placed wherever we want). A game example for portals can be Portal The Flash Version: http://www.kongregate.com/games/Dragy/p ... sh-version .

    4- Changing the level layout:

    In some games, we can change the classic layout in order to do some specific things.Two rows of screen, one is on the top other is bottom, when we press the botton, the character on the each of screen moves at the same time. Example: Poto&Cabenga http://www.potoandcabenga.com/ . Flipping the level. Example: Shift http://www.kongregate.com/games/ArmorGames/shift . Rotating the level. Example: Chisel http://www.nitrome.com/games/chisel/ . Changing the sprites/graphics. Example: Eversion http://zarat.us/tra/offline-games/eversion.html or Loved http://www.kongregate.com/games/AlexanderOcias/loved . It would be interesting if there was a tutorial teaches how to implement level layout changing system in our mind for our platform games.

    5- Putting or wearing items on our characters, like a rpg.

    6- Grabbing and holding the platform. Climb down the platform to hold the edge. Or climb up the platform while in the holding positions.

    Game examples:

    Fancy Pants Adventure World 2: http://www.kongregate.com/games/DrNeroC ... re-world-2

    Prince Of Persia: http://en.wikipedia.org/wiki/Prince_of_Persia

    Oddworld: Abe's Oddysse: http://en.wikipedia.org/wiki/Oddworld:_Abe's_Oddysee

    7- Advanced jumping techniques:

    This question is about jumping for the platform games. I tried and examined the jumping basics with the "Platform Tool" program, but it got me confused.

    The default air deceleration setting (1500) gives us a good air control. However, our jumps stops very early.

    If we are rising up and stop pressing left/right buttons, our character start to move straightforward.

    I want to give a quick sketch to show the movement.

    <img src="http://img814.imageshack.us/img814/5550/gorsel3.png">

    Same happens for the downfall. If we stop pressing left/right buttons while on the descending, our character falls instantly. A sketch for the movement:

    <img src="http://img196.imageshack.us/img196/7362/gorsel4.png">

    This kind of movement is also in the "The Company Of Myself" game. Look to this game to test the movement.

    http://www.kongregate.com/games/2DArray ... -of-myself

    But I want a curve on the movement. Rising arc must be same as the descending arc. It must be like a mirror. Sketch to explain what I mean:

    <img src="http://img215.imageshack.us/img215/3834/gorsel2.png">

    If we jump with a small arc (slow movement), the descending arc must also be small. Sketch to show this movement:

    <img src="http://img175.imageshack.us/img175/8343/gorsel1.png">

    If I change the air deceleration value in the platform tool to something like 200 or 300, we can jump in an arc and don't fall early and straightforward. However, decreasing the air deceleration value, causes us to slide after touching the ground.

    Portal game: http://www.kongregate.com/games/Dragy/p ... sh-version

    and Braid game: http://www.braid-game.com/

    has this kind of movement. Test these games for what I meant.

    Portal game doesn't have the "sliding" problem after a jump. Even if they made the "arc jumping" with decreasing air deceleration, they probably add an adjustment to prevent the sliding after touching the ground.

    I also see another thing while testing Braid movement.

    If we press forward key while jumping forward, character raise and decrease the same arc with

    not pressing the forward key after jumping forward.

    However, while jumping, if you press back, character changes movement in the air and falls back.

    To show the movement with a sketch, it is something like this:

    <img src="http://img130.imageshack.us/img130/7784/gorsel5.png">

  • did this film grain release?

  • i tried the demo, i think it has clipping and height problems.

    floor walking is good, but platform jumping gave me confusions.

  • hmm ok thanks

  • Thanks everyone! I really hope this will get more people to try Python and Construct.

    If you can't do that then multiplayer games are impractical for anything more than a 2-4 person game.

    so we still can't do a 8-16 players games?

    only small games like chess, monopoly, pong, etc?

  • You are revising the tutorials, huh?

    I hope you will also do past the 9th tutorial.

    It is great to learn by your levels, and unfortunately they still stay at level 9

  • ok thanks, will look at them.

  • I am trying to tweak Pong template to get some experience on Construct.

    I got some problems on Pong.

    1- When the two bars are at the middle, and when the game begins the ball should hit to exactly middle of the bars. It should go 0 to 180 degree angles like a line. Instead of this, It goes random and finally goes out. I put the ball and the bars to the middle of screen, but didn't change.

    2- When the ball goes out and adds the score, readytext becomes visible and ball comes to the center, as in the event sheet editor. But, when we hit start, ball continues to its last path. Instead of this, it should have start with a 0 degree (if player 2 wins) or with a 180 degree (if player 1 wins) angle. How can I do such a thing? I tried "change angle" but it changes the angle of picture, not the movement path.

    3- How can we create an event something like "if (ball == destroyed) { ball = atthecenter; }". I see there are some conditiouns like "is visible", "on collision with another object", but I didn't see a "is destroyed" condition. Is there a method to do such thing?

    4- Is there an easy method to create a "theme" feature? I get an idea something like creating objects for each theme like Bat1a for first theme, Bat1b for second theme, Bat1c for third theme... etc, and when the user selects a theme (for example the second theme), program would assign every object for the theme (for example Bat1 = Bat1b, Bat2 = Bat2b, Ball = Ball2b...). But it seems a bit long way. So I wonder if there is an easier way for this.

    Thanks for any help and ideas.

  • Sometimes, thinking the solutions can be challenging. I think learning something like Visual Basic and studying its advanced methods can help building the structures on Construct. Just a idea though

  • There are some tutorials, and how-to-do's, right. But I wonder how we can raise our skills to use potential of Construct?

    There are books about popular game engines, like Source Engine, Torque Engine, etc. But I don't think there is any resource like that for Construct. So, I think we need self-skill to use the Construct.

    What can we do to further understand the Construct?

    Is it better to learn advanced subjects of Visual Basic (for handling better the GUI of Construct) or is it better to study Python (to customize the source code to directly effect the game).

    What type of path should we go, to increase our skill related with Construct?

    (I hope you understood the question, cause I got a bit forced to express my thoughts )

  • In the tutorials I looked at, I see something related with creatures. If you want to spawn a monster or a bullet, you need to put that into the level, but out of screen boundaries.

    If you want to spawn monsters, you need to put their boxes in the level.

    Let's say I want to create a common pool and use that pool in every level. I don't want to put spawning objects outside the screen, or I don't want to put creature boxes on the level. Instead of that, it will take necessary item from the common pool/database and put it on the screen whenever the object spawned.

    I think putting necessary objects as hidden and destroyed on the beginning on the level can be problematic when we have hundreds of bullet type and hundreds of creature type. Because in that method we will need to put all the spawning objects on the level. This can increase the level's size and can create a performance problem in the beginning of level.

    I am noob at Construct, so i am not sure about this method. What are your ideas or suggestions about this issue?

  • Thanks for reply. It was very helpful.

    Unrelated with it, I also want to ask about Fancy Pants 2:

    http://www.kongregate.com/games/DrNeroC ... re-world-2

    Fancy Pants 2 is one of the worst platform game I've ever played (Let's say I'm playing platform games till the Commodore 64 era)

    Has a very bouncy gameplay and very hard to play.

    But, I think this game is a good example for making platform games. It has lots of features inside. So, my questions are based upon those features.

    • Walking on curves, game automatically turns your character's angle. In your tutorial level designs, there is only one type of slope and it turns the character's angle 45/135/225/315. So, what can we do make our slopes curvy like the FP2 game? Do we need to create smaller slopes that has wide range of angles between 10-60? When we want a curve slope, we will put 10-15-20-25-30 slopes to level? Or there any other easier method for curvy platforms?
    • Character have some special movements. For example, if you press down while moving, character makes a slip kick. If your speed becomes 0 while climbing a slope, character starts to slip backwards. If you press down while slipping backwards, you start to roll in that direction. These seems easy to put our game. We just need extra sprites for character. Then we just create events like "while xSpeed>0"+"player pressed down"="Start slip kick event". Similar to this, am I right?
    • In SP2 game, there is also "level changing" and "bonus level" features. Will you put something like this to your tutorial? I think Mario style "save points" and Knytt Stories style "save zones" are easy to do for our game. I think it can be done "if player destroyed, after 2 seconds, spawn him in this place, subtract life minus 1". But It will be better if you make a tutorial for that kind of features.
    • I think there is also speed check in curve platforms. If we don't accelerate to maximum speed in high angles, we can't climb to that curve and then slip back. I am not sure if putting similar features to our game is necessary. But it would be good if you put another lesson for this kind features. May be it can be used to make a bike racing game.