Burvey's Forum Posts

  • It's not that I didn't like the movement concept, I did like it. I just don't think it's been tweaked enough. It takes way too long to turn around for example and if you are standing still it takes a while before you're able to jump, which means almost certain death if you are between a wall and a pit.

    blackhornet I thought the same thing about the head falling off until I noticed the idle animation with the player juggling his own head between his shoulders. Then I figured it must just be a silly animation style.

  • I'm not sure that I understand exactly what you want but have you looked into the Pin behavior?

  • I like the idea of the game, but I don't like the unresponsiveness when you try to turn around or take the first step forward. Also the thing where you can't jump and move in a direction when next to a wall I don't care for. I know those things are built into the game on purpose but to me it's just too annoying. I didn't finish the level because of them. I like the graphics and the music a lot, but it takes way too long to load for what it is imo.

  • 1. Yes you need collisions to be enabled (but you don't need the every tick condition).

    2. If you want to disable conditions then make an else statement or something which disables them when the object isn't in view, otherwise it will not switch back on its own.

    EDIT: Curse my slow typing fingers!!!

  • I haven't decided if I want to make this into a completed game yet or not, but I put this together this with StuffGen.

    [attachment=1:orbehlxt][/attachment:orbehlxt]

    [attachment=0:orbehlxt][/attachment:orbehlxt]

  • Try switching from linear to point sampling in your project properties.

  • The entire process takes 5-10 seconds.

  • Make a copy of your capx file. Then rename the file from whatever.capx to whatever.zip Unzip the file and you'll find your images. However, keep in mind that when you export your completed project those images will all be optimized by construct 2. (It's usually recommended that you don't optimize them yourself as it's an unnecessary step but of course it's up to you in the end)

  • TiAm LOL I'll let you come up with that one!

    In the mean time, here's a robot character that I sketched out in the mid 90's (and yes, it actually DID look almost exactly like this on paper lol).

    [attachment=0:pc303b0a][/attachment:pc303b0a]

    Somebody I don't blame you, I would probably do the same thing!

  • The USS StuffGen

    [attachment=0:2q04vnyp][/attachment:2q04vnyp]

  • Very cool. It reminds me a lot of Amazing Alex which my son and I love to play together.

  • That really shows the versatility and power of C2 right there.

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  • Somebody Oh my gosh, that's amazing!

  • I'm not sure if it's a bug or not but for some reason when I'm in layout 1 and an event triggers that sends me to layout 2, when I return to layout 1 the z order of all the sprites in the layout changes . Has anyone else had this happen? Just wondering before I try dissecting everything. I don't have anything in my events in either layout that would cause a z order change and all the objects are still there, just some become hidden because of the change.

    EDIT: In case there's any interest in this thread, I've narrowed the effected objects to sprites with the persistent behavior applied to them. I still think it's a bit odd but I am sort of working around it by forcing the background to the back of the z order on load. It's a bit quirky but works for the most part. I'll continue to investigate.

  • For the most part I would say A. It really depends on the type of game though. Some games you should never be able to go on to the next level without beating the first, especially games where you need to complete quests and stuff of that nature to progress. If it's the right type of game (angry birds, puzzles etc) then I like the idea of unlocking entire blocks of levels like 1-1 through 1-20 or whatever before being able to unlock 2-1 through 2-20 etc. Also these days most of those type of games are offering rating systems for each level (like you can pass the level with one star but if you do the level perfectly then you get 3 stars). That adds more challenge for people who want to strive for perfection while still letting kids and more casual players pass levels more easily.