booth's Forum Posts

  • I have the same problem on r95, trying to figure out why. Any explanation for this?

  • I got a sort of wall jump working by manipulating your above example, only problem is getting him to hold onto the wall for a couple seconds. I have linked to my example (tried putting image but it told me I was spam!)

    tellthemisaidsomething.com/bits

    Any ideas?

    Thanks again Nimtrix, that double jump works perfectly

  • Nimtrix the image is showing, awesome mate really appreciate that, I got my guy interacting with physics objects, shooting and such, now with the double jump it's almost there.

    I have drawn out a level that requires wall jumping, Too much to ask if you know how to do that?

    Thanks again mate

  • Hi in China and it wont let me download from dropbox. I was keen to see how this and wall sliding is done, any other way to get the file?

    Cheers

  • Hi mate,

    I'm pretty new to this stuff, but was looking for something similar. The easiest way I found was creating a sprite set to invisible on start the same size as my character, I placed the box over the character and applied physics to it, and platform behaviour to character. I then said- every tick-pin to- character. This way I can use the character for movement and the box works with physics interactions.

    Now I just have to figure out how to manipulate the platform behaviour.

    Hope this helps

  • Hi all,

    Guessing it isnt to complex but I cant figure it out myself. What is the best way to make the player single jump without platform behaviour?

    Found this equivalant post but don't really understand it.

    scirra.com/forum/physics-stop-doublejump-but-ensure-single-jump_topic50145.html

    Cheers

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • No takers? If I could setup physics movement to emulate the platform behaviour I am halfway there. I have horizontal movement somewhat sorted, need to stop multi jump as it seems more like flying, and perhaps quicker falling speed without huge gravity.

    Knowing the "right" way to do this from someone who knows what they are doing would be great.

    Any help is appreciated.

    Cheers

  • Hiya, any ideas, if someone could help me set up the initial movement physics I can hopefully learn from that and build the environment around it. As far as I can tell there isnt a tutorial which describes how to set up this basic functionality. It would be helpful to all noobs like myself I think.

    Cheers

  • Hi Sqiddster,

    Thanks for the reply, I kinda got what your saying and messed around to get the character moving, a couple issues if you don't mind. To get him falling and jumping to the way I want it to look I put an every tick gravity on, gravity is 30 which seems to make other objects fall fairly realistically, is this the right way to go about it?

    How do I get him to not move so far (left and right)in the air? Also how do I stop him from being able to jump while in the air (it is currently more like he is flying). I'm guessing it has something to do with the x velocity but not sure where or what settings to use for that.

    Appreciate if you could help me get his basic movement down, from there I have seen a few tutorials around on interactions.

    Here is the capx http://www.tellthemisaidsomething.com/wp-content/uploads/2012/05/playermovement.rar

    Cheers mate

  • Hello all,

    So a relatively big set of questions, my aim is to set up movements, interactions and physics to a basic degree and then start integrating my artwork. I have scoured the forums for the answers to my questions and come up somewhat short.

    I understand basic use of the platform and physics behaviours, looking around the forums and tutorials though I know you should not use the 2 together (confirmed by my own attempts, noobish as they are). So I am trying to figure out what my options are, the intent is to have a game which allows the following:

    Platformer movement: left,right,jump,rope(with swinging physics)/wall climb

    Environment interaction: Push/pull, bounce(as in trampoline or bendy branch), swing(rope), pickup/throw, vehicle physics (character jumps in and controls).

    Events: things like door and enemy A.I. triggers, character picking up and using "weapons"

    So there is going to be a fair bit I need to learn and figure out, which I am aware will take time.

    But I am already a bit thrown and confused with regards to the interactions, why use the existing platform behaviour when it renders physics interactions null and void? And if it is better in this regard to setup your own character movements, please show me how.

    I have followed the creating a platformer tutorials but they use the platform behaviour.

    I dont know if I am asking too much, but my strength is in the art department and I need all the help I can get.

    Thanks in advance.

  • Gday gday, after messing around with a few 2d game makers (mainly construct 2 and Game maker studio), I decided to take the plunge and buy construct 2. Even though I don't know any programming and game maker seems to have more templates freely available, something about construct just seems more comfortable to work with.

    I am predominantly a photoshop artist, but would like to see my images in motion. I am going to get stuck into the beginner tutorials and the forums which seem very helpful, and hopefully the games in my head will eventuate into something real.

    I look forward to learning from you all, and if you have any suggestions on resources (behaviours and what not) and tutorials for platform games above and beyond the existing on the tutorial page, please let me know. I am hoping to eventually create something like Limbo (who isn't right!), but will start off with the art aspect and basic game mechanics.

    Sweet as