Burvey's Forum Posts

  • I know the keycode for both shift keys are the same (16), so I don't think it's possible. Not easily anyway.

    Edit: I dug up these old posts. Not sure if they'll help or not though.

  • Maybe someone with more experience with that type of movement can help you out.

  • I believe it is because you are trying to mix the physics behavior with the platform behavior. The physics behavior doesn't play well with others. You'll need to use the physics behavior to make your player move rather then the platform behavior.

  • Yes, I tried it in both and the layout was good. I did find one bug. Push the up arrow on the plunger instead of down and you'll see what I mean.

  • The feature has been requested but never implemented. Perhaps with C3.

  • You'll have to post a capx so we can see what you mean.

  • Very good. I really like it. The controls are perfect now. I'm excited to see some of the themed versions! Great job on this.

  • If I'm understanding your problem correctly, you could use one button sprite and add an ID variable to it, then use that variable to decide if the pressed button is the correct one or not. The same variable can be used to display the correct button sprite frame or number. If I'm not understanding correctly what you need then please try to explain again so we can help, or better yet, post your capx for us to look at.

  • Sometimes collisions don't trigger every time if the object hitting the trigger point obstacle is moving too fast, or if the collision obstacle is too small. This can be especially true when running on lower end machines. I'm not sure if that is your problem or not but it might be a good place to start looking. There are several work around for the issue (if that turns out to be what the problem is). A quick forum search should help if that's the case.

  • It would probably be best to just use the platform behavior. You kind-of have to make the entire game physics based if you want to go in that direction instead (not just the player).

  • I made one just for fun in a day or two a while back. If I remember correctly I used the bullet and sine behaviors for the different patterns.

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  • I just watched the trailer. Very cool! It looks like one of the best made games of the type.

  • Make a new layer behind the layer that the player is on and put your background on that layer. Then play around with the parallax value of the background layer until you get what you want.

    Also, look in the examples that come with construct 2 under Platform 7 (Parallax)

  • Yes there is. Give it a shot.

  • The game and watch thing looks very cool. I hope you can get your issues worked out so we can play it!