Candescence's Forum Posts

  • Indeed they are. And now that I've seen detectors in action, I realise there's more ideas for detectors - for example, Mario-style jumping on enemies! Awesome. And I didn't realise moving platforms could work like that in Construct.

    I hope to see more soon, these have been really helpful! I hope these haven't been bogging you down, though.

  • Huzzah! Looking forward to it! Hope these updates will be a regular thing.

  • ... Holy crap. This is AWESOME. I should have noticed this earlier. This will help my efforts immensely. The events thing basically solves a layout change problem I have, and the background tiles thing will make my life a million times easier, methinks. Genius. You deserve a medal. I eagerly wait for more soon... Especially the AI one, I'm having a buggered up time with my first enemy.

  • Wait, what? Check the "project" tab on the side.

    Anyways, I've fixed the attack problem myself, but the next room thing is still there. Also, another odd thing, I've been testing a health meter and game over thing with an enemy, but when the health hits zero, it crashes.

    New version .cap file, now with sounds and music! And Soma Cruz, ON FIRE!

    Edit: Also, just to note, Ashe can shoot and Sonic can kill "Soma" too by jumping on him. Classic.

    Edit: Oh, this is hilarious. I just fixed the room problem through some collision tests, in an event, I set the character's collision box to "bounding box"... And now I've discovered that in the other layouts, the collision is PER PIXEL. Wow. I've been stumped by such a simple thing... Note to self. Set events for bounding box just to be sure.

    Edit2: Updated .cap to show... And now I'm back to an old problem, the game's refusal to change one bloody variable, in this case, "DoorSide". Argh.

  • Alright, with my new version of my game, I have run into some new problems. The pause problem is now gone, the other problems, on the other hand, have yet to be fixed. Also, a major new problem has come up.

    Whenever the character goes into a room OTHER than the first room (from debug tests, this seems to occur in every room besides the "test" room), the character reverts to Julius, and falls through the floor. This is a curious thing, and despite my examining of the events, the source of the problem eludes me. Anyone got any clue?

    .cap file

  • What avi? XD

    But still, the graphics are placeholders. My focus is on, primarilly, functionality.

    Version 0.03

    Basically, I'm trying to get Julius' attack to work properly, make characters actually look like they're jumping when jumping while not moving to the side, fix the odd ducking, and fix the problem involving the second room, which has me completely stumped. THEN I'll move on to things such as enemies, and stuff.

    But for now, any suggestions and help would be lovely.

  • Well, having it as a fan-game was the intention... Also, there's a good reason why I'm spending my time now preparing the game engine. Anyway, I've fixed the cutscene... But now, the current problems:

    • Julius only attacks in midair after messing around a lot, and even then, it doesn't seem his whip appears at all when he does.
    • For some really, really odd reason, when the character goes into the second room, the sprite reverts back to Julius and suddenly falls through the floors. Really.
    • Nobody seems to crouch fully unless you tap one of the arrow keys.

    I'll have the .cap file uploaded as soon as I get the oppertunity.

  • Well I'll be darned, it works, and it solved the cutscene problem too! Thanks.

  • Well, all the characters have been knocked into one sprite, the box has been added, and... The second room makes it change to Julius and fall straight through. Also, for some reason, standing animation while jumping when not moving and crouching in midair.

    Also, despite my usage of the toggle trick, the cutscene goes straight to the end. Odd, that.

    Version 0.02

  • Oh, okay. Oh, well, not being able to categorize the animations is a minor inconvenience.

    Also, I neglected to mention this, but the cutscene doesn't stall. Just first left click on the dialogue box and then right click, and repeat. Just in case you haven't figured it out yet. For some odd reason, one button simply skips to the end. Probably the same thing that caused the pause problem.

    Edit: You know what I just realised? The fact that I didn't put in so many animations into Ashe and Sonic is a freaking LIFESAVER. It's easier to copy over the animations.

  • Yeah, I have noticed the collision thing, and the box thing definitely makes sense, I'll make use of it. Thanks. Would a container be ideal for this?

    Also, how do you make use of sub-animations in events? I don't want to have to use "*Character*Move" and names like that constantly.

  • ... Wow, I hadn't thought of that, that was the same sort of thing that stopped my cutscene from working with just one button press... And sub-events, gotcha.

    Regarding the platform stuff: Huh, I never thought of that. I guess I'll take your word for it, then... I'm a complete beginner, so I expected to make mistakes.

    Edit: Curses, same technique doesn't work for the cutscene. Shame.

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  • G'Day. With my WIP platformer, I have a few problems... Okay, four.

    Here's the cap file.

    This topic has more details on what I'm working on, as well as controls and stuff.

    • Firstly, going between rooms. Each "exit" uses the "Doorside" variable, which switches between 1 and 0, depending on which side of the door the character is supposed to be on. However, going through the first door, which is supposed to change the 0 to a 1, doesn't change it, rendering all the other doors unusable. I'm stumped as to why.
    • The "test" room has a WIP pause menu that works by pressing "P", which drops TimeScale to 0 and makes the menu pop up, and when the button is pressed again, it goes back to normal. When I press P, nothing happens.
    • Julius, the most "complete" character, has a slide move. It works, but his animation quickly goes back to crouching mid-slide.
    • As well, Julius, when he is supposed to attack, only does so when I'm screwing around, jumping and stuff. As for the attack itself, I realise the way the whip spawns isn't very good. Anyone got any suggestions for a better method?
  • G'day. This little project is something I'm planning to do for my Multimedia major, and right now, I'm using my time to get a proper feel for Construct and get a platforming engine in general done. Let me give you an overview of what I have right now, and what I have currently planned.

    <img src="http://img124.imageshack.us/img124/6867/firstscreenshotwu2.png">

    As you can see, it's a platformer fan-game (the fan-game part is mostly because I'm no artist), I'm going for a Metroidvania style. What has been implemented at the moment:

    • Multiple characters - Julius Belmont, Ashe, Sonic (though the system used to implement this may not be so sound, Ashe and Sonic don't have full animations since I'm leaving that till later)
    • Crouching (Albiet not exactly that good, and Sonic's crouching doesn't animate fully)
    • Sliding for Julius (Doesn't work that well, animation-wise)
    • Attacking for Julius (the method I've used... Isn't working too well, and there's something stopping him from attacking most of the time, Ashe and Sonic will be easy as heck to do, though)
    • Movement between rooms (doesn't actually work beyond the first room due to a certain variable not changing at times)
    • Sonic Rush Adventure-style cutscene (though it forces you to alternate between left and right clicks, I haven't figured out how to do it otherwise)

    And there's supposed to be a pause feature, but that doesn't work either.

    Intended features:

    • More characters (Wario and Rayman come to mind)
    • Enemies (Anything that doesn't need multiple parts, unless there's a method for that)
    • Interactive NPCs
    • HP, MP, upgrades and all that jazz

    It's not much, and I've kinda hit a brick wall with the room changes, and I seriously need to re-do Julius' attack, but... Of course, this is early days, I'm new to Construct, but what the heck, I can always ask you guys for advice when I need it, eh?

    .cap file for "version 0.01"

    Edit: Oh, bugger! Controls!

    Move: Left and right arrows

    Jump: Shift

    Crouch: Down arrow

    Slide (Julius): Down+Space

    Attack (Julius): Control Left (Don't expect this to work without much messing around)

    Cutscene controls: Alternate between left and right clicks