Carlos182's Forum Posts

  • What I do with Slopes is making them Sprites too. That solve my problems, I don't know if your's will.

  • I tried that, but it failed, it is worst hehe, because it only plays the first frame, not the other ones. I'm driving crazy

    By the way, the animations events are in the Animaciones event sheet.

    Thank you.

    EDIT: IT IS SOLVED!!!! I DID WHAT YOU SAID BUT I INSERTED "Trigger once while true". FINALLY!!!!!

    THANK YOU SO VERY VERY MUCH!

  • Hi people, is been a long time I haven't posted here.

    I have the problem of one animation no playing. Well, it is the damage animation, sometimes it doesn't play completely the animation. I don't know why, maybe I'm doing wrong the events of animations, I have a lot.

    I'll let you the .cap, I trust on this forum that nobody will steal things for my engine.

    Play it on Construct 0.99.62, run the MainLayout2 for test, the U key is for damage (is just for test purpouses). You may think that the animation plays good, but try walking and then damage ... maybe it will play correctly but try it again and again, sometime it will play wrong.

    Here is the .cap : http://www.megaupload.com/?d=77CTE5IA

    Thank you!!!!

  • I have an event to hurt the player, when Player has collision with Enemy, Player gets hurts, and then 3 seconds of invincible. But the problem is if the player collides (overlaps) the enemy, and then get hurts, but the player doesn't move outside the enemy's hitbox,the invincible timer finish, the player is still overlapping the enemy, but the player doesn't get hurt again

    Is there another event to fix this?

    Thanks.

  • I have all my sounds in Autoplay, except 2.

    1 is for the music, I have XAudio2: Play music "Songs\music.mp3", but anyway, it is toggled.

    And the other is a looped sound. When a condition is true, I load a resource into Channel 5 and also Play Channel 5 (no Loop). When the next condition is true, I stop the Channel 5 and also load a resource into Channel 6 and play Channel 6, this time in Loop. When C key is released, I stop Channel 5 and Channel 6 (it's part of my conditions for the Charged Buster).

    Do you see anything wrong there? (I guess, the problem is the condition when C key is released, stops the Channel 5 and 6 and maybe the sounds of buster and explotion are there...)

    Thanks.

    BTW, I can't see the Use fixed FPS option.

  • First of all, thank you deadeye, you are always a great help .

    Ok, so, I'm using Construct v.0.99.62, I tried to change to new ones but they screw up my Platform settings and other things, so I think I'll stay on that version.

    About the sounds, I'm doing an autoplay resource every time an event occours, like for example, if Enemy HP is less than 1, then Autoplay resource "explotion.wav". And I have that for all the sounds. Is that a problem? Should I sepparate them into channels?

    Other thing I have problem is when the player touch the celling, it seems like it bounces; I can't get the same effect from the original MMX game. Anyway, seems like I have to play with my events.

    I'm trying to modify the FPS of the game, but it feels the same way. It have 60 FPS, and even if I change it into 30, or 90, the game is still the same. Is that feature working on the .62 version?

    Thanks again.

  • Hi.

    I was trying to make the fall gravity to be constant, but I couldn't.

    I wanted to do something like, if Vertical Speed (Constant Y motion) > 200, then make Vertical Speed = 200. But I can't get the vertical speed as condition

    And no, playing with Platform behavior won't work, I've tried that and just ruins every setting I have.

    I'm trying to make a jump equal to Mega Man X (or Mega Man), where megaman jumps and when falling, the gravity doesn't add speed to the vertical Y speed. I know, is not real, but that's how the game is.

    Other thing, is not related with the topic but is still bugging me. Sometimes the sounds doesn't play very well. I have a sound for shoots, a sound for collision between bullet and enemy, and a sound for explotion of enemy. If I shoot very fast, sometimes the collision sound doesn't play, or the explotion sound, so the enemy just dissapear without the explotion sound, that's weird. I've updated the DirectX recent version, and still... It would be very sad if that kind of errors (gravity, sound, or save freature), don't let me finish my project, I have a lot of conditions and event sheets finished .

    Well, thank you.

  • Yes, they are private variables. It's just a timer I created just to stop the player, if not, he will keep elevating forever.

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  • I was dealing with that problem but I fixed with this, check it out:

    When Z key was pressed and Player is on ground, set a GravityTimer to 10

    If GravityTimer > 0, Substract 1 from GravityTimer

    If GravityTimer = 0, set vertical speed to 0

    If Z key is released, set vertical speed to 0.

    That way, if you keep the button pressed, you will jump the same height you wanted, but if you release the button, the player will stop.

    Just play with that values (GravityTimer and that stuff) and you'll get what you want, or atleast I did.

    Good luck!

  • I was making the stages by importing tile by tile, and then building the stage by copying tiles, but then I realized that I can build the stage in just 1 big image and then import it on Construct. Would that make Construct slow? Maybe 1 stage no, but imagine 20 ?

    I know Construct have limits for the image size (4028 x I dont remember), but I can cut the images and then just paste 2 or 3 big tiles instead of a lot of small tiles.

    Thank you again.

  • New video showing 2 new enemies.

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    Thanks.

  • In the real world, gravity applies a constant force to an object, and (air resistance aside), an object probably won't slow down horizontally. How can we describe this behaviour in Construct? Simple.

    Let's assume you're using the custom movemement plugin (not essential by any means), we'd probably have something that looks like...

    > + System: Always (every tick)
    -> Projectile: Accelerate vertical speed : 200
    [/code:1d1sn09a]
    and 
    
    [code:1d1sn09a]+ (event that creates bullet)
    -> gun: Spawn object Projectile on layer 1 (image point 0)
    -> Projectile: Set speed : 400 towards 30 degrees[/code:1d1sn09a]
    
    This reads as: every tick accelerate at a rate of 200 pixels per second^2 towards the bottom of the layout, with initial condition of 400 pixels per second at an angle of 30 degrees whenever a bullet is created. This will give you very realistic and satisfying projectile motion.
    
    Hope this helps. If you have any more trouble, maybe I could break it down further for you.
    

    Thank you so much, that helped me a lot!!!

  • I've been trying to make an effect like this:

    <img src="http://img196.imageshack.us/img196/5417/enem.png">

    You know, the bomb have free fall, but what I do is make a variable change with a timer, so when variable = 0, bomb goes up with X Speed = 0, when variable = 1, X Speed = X Speed - 1 and Y Speed decrease, when variable = 2, .... that process. But I don't know if there is a better method, I don't know, maybe an ecuation?

    I've been coding enemies but never a kind of this. Seems pretty diffcult to me right now, so please, I need your help.

    Thank you.

  • Well, Megaman should look like this:

    <img src="http://img194.imageshack.us/img194/5707/mmxstand.png">

    Now you can see the difference.

    What drivers should I update? Or how? I'm not very familiar with this.

    Thanks again.

  • Hi.

    I've working on my project and sometimes the graphics looks deformed, like this:

    <img src="http://img690.imageshack.us/img690/1251/mmxerror.png">

    There are 2 examples.

    So, is that from my video card? Or is there some config. I have wrong?

    Thank you.