brent_hamel's Forum Posts

  • Just wondering, is there any way to create, conveyor belts, spring boards/bounce blocks, and moving platforms all either vertically, horizontally, at an angle, or along a curve/in a circle. I can't seem to figure it out

  • that worked perfectly for the physics blocks, thanks

  • so I've taken a little break from my game, and recently come back to it. I have no clue how to get enemies doing what I want. So far I can make something that floats fly at the hero when he comes within range and have to move around obstacles, next I was hoping for a larger enemy that would also respond to the hero's proximity, but obey the laws of gravity, move backward when the hero swings his sword, and either swing his own weapon when in range, or throw an object at the hero, and I can't seem to get anything to work for him. Any ideas?

    also, I've got physics squares that I can set up as fake, break-away walls. They get pushed by the hero's weapon, but they wobble and sometimes fall on their own when the layout loads, I've tried loading it as immovable and having the weapon collision make immovable false, but it doesn't seem to work, the bricks are always locked in place. Any ideas on that one?

    thanks in advance guys.

  • I only ask because I have no idea what those things ACTUALLY are or how to use them lol, that's all

  • Question, in a side scrolling platformer, is there anyway to take advantage of bump mapping and pixel shading and all the fun texture stuff that 3d games use so well?

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  • thanks, I'm still tweaking things like speeds and whatnot. I'm just not quite sure what to work on at this point, maybe getting all the different kinds of enemies I want. Or perhaps the levelling and rpg elements I want. Ideally I'd like a Diablo II style levelling system and ability trees, but in castlevania style gameplay. I'm sure I'm in way over my head lol, I know I know, start small.

  • and after putting the computer to sleep and moving to the internet cafe next to where I work, it works just like it did last night, the physics blocks behave, and there's no slow down, I REALLY don't get it lol

  • I'm using 0.99.62

    so last night when I posted the cap, I found everything working fine, yet now this morning, it seems to be quite glitchy, I haven't experienced anything you mentioned Deadeye, but I did notice that the breakwall blocks seems to be made of superball rubber, where last night they just sat fairly nicely where I put them, this morning they squash each other and send each other flying on startup, and I have these white skeleton blocks, that I can't place in the water, they'll be destroyed on startup if I do.

    I can place them above the water and they'll appear in it perfectly, but I can't place them in it in the layout. so confusing. It also seems to suffer from the odd slowdown this morning, which I don't get at all as it was never a problem before. Here's an exe of it, hopefully it'll run. Sigh, just when I thought I was making some progress lol

    http://dl.dropbox.com/u/4075855/Brent%27s%20Platform%20Engine%20Enemy%20Test.exe

  • So I've been fiddling around, and this is what I'm up to now, any thoughts?

    http://dl.dropbox.com/u/4075855/Brent%27s%20Platform%20Engine%20Enemy%20Test.cap

  • You guys are all a ridiculous amount of help. Thanks muchly.

  • http://dl.dropbox.com/u/4075855/Brent%27s%20Platform%20Engine%20Rainmaker.cap

    Here's the cap

  • Here's a question (sick of me asking yet lol) is there a way to preload a soundclip into the engine without having to call it from it's directory every time?

  • I've sort of got it

    Rain: Set X to Rainmaker.left + Random(Rainmaker.Width)

    that get it's falling randomly along the rainmakers width, but I still have a constant stream falling from the image point, any ideas?

    I suppose I could always put the rainmaker below the layout and simply set the rain's x to 0, that just seems like the wrong answer though

  • Ok, so I've got

    Every 10 Ticks - Rainmaker spawns Rain

    - Rain Set X to random(rainmaker.width)

    and the result is that the rain falls straight down from the image point of the rainmaker object, but then it also falls randomly between X0 and X(rainmaker.width) when I need it to fall randomly along the width of wherever I've placed the rainmaker object

  • Awesome, thanks for the help.