deadeye's Forum Posts

  • By that logic, shouldn't you still be able to jump if you rename the Jump control? Or, like in the bug report I posted, be able to press down and jump to fall through a platform even if you renamed "Move Down?"

    I guess what I'm trying to say is, if renaming "Move Left" and "Move Right" still allows you to move left and right, why can't you jump if you rename "Jump?" It's inconsistent, which makes it a little confusing.

    Edit:

    Er, never mind, I just realized that you can still jump in the posted example by using Shift, which does make sense... even so, renaming "Move Down" shouldn't have any effect, as long as you're still using the same key.

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  • Also, how do I recreate the 'momentum steps'? Say, you're running and you suddenly do a full stop - in the NES game, mario still takes a couple more steps from the built-up momentum. How do I recreate this?

    Also, if you're running and you suddenly switch directions, there should be a new sprite animation where Mario already looks into the changed direction while the momentum still moves him into the previous direction for a couple of milliseconds - is there an attr to set this in the platformer behavior?

    You can do this with events. Set your animation based on the X component of Platform motion, rather than key presses.

    Set the direction based on key presses, though.

  • You can't change the names of the controls if you want them to continue working properly with the Platform behavior. You can, however, change the key that uses the control. So you can use Z if you want, you just can't name it "P1 Jump."

    I was unaware of this until recently, so I now have to go back and edit all of my Platform School tutorials, since I said it was okay to change the name. I just never changed the name for Jump.

    Odd, though, that you can still move left/right if you rename "Move Left" and "Move Right."

    Also, you won't be able to make a separate set of controls for a second player right now. Construct doesn't yet support multiple players, or multiple player controls. You could do it manually with key-presses, rather than control-presses, but you will lose some functionality (most notably, Jump Sustain).

    You can work around it by making an event to tell your platformer to jump when YOUR jump button is pushed, and then set the default jump button to something out of the way.

    Actually, no... for the reason mentioned above. You'd lose the Jump Sustain ability. This might not affect some games, but Mario definitely has Jump Sustain.

  • How to destroy an object instead of two?

    Read the rest of my post:

    Add a "For each monster" loop at the beginning of your bullet-collision event, that will take care of it.

  • It's because your bullet is big enough to overlap more than one monster at a time, so it's possible to trigger "On collision" for more than one monster before it disappears off-screen.

    Add a "For each monster" loop at the beginning of your bullet-collision event, that will take care of it.

    But really... you're doing so many odd things in the game I think you should probably go through the Ghost Shooter tutorial first. You're moving your bullet manually, and a) you don't need to, because there is a Bullet Behavior, and b) you're not using TimeDelta to move it (or your monsters, for that matter), so it will run differently on different computers. Whenever you move something manually you should always use TimeDelta.

    Also, if you switch to Bullet Behavior for your bullets, you can spawn them and destroy them instead of using just one bullet object and setting it's position off-screen when you don't need it.

  • Those aren't chiptunes. Chiptunes are lo-fi, 8-bit music. Think NES, or ZX Spectrum.

  • 1. Put the Sine and Bullet behaviors on the beecalmask object instead of the bee. (You should always move the base, not the top. As an analogy: you want to pull on the wagon, not the rider.)

    2. Put the beecalmask object into a container with the bee. (IMPORTANT - this helps pick the right bee when the mask is picked)

    3. Destroy bee and mask on startup.

    4.

    <img src="http://i44.tinypic.com/egwgm0.png">

    Event 3 is "On collision between beecalmask and ground."

    Also, use the layer name instead of calling for the number... layer numbering seems to be wonky right now.

    By the way, your game is looking pretty slick

  • Well...I did make it easily with variables. I guess the only function it needs to work 100% like the way GMG wants though is to at least add the feature for Constant Fire, because there's no way to make the turret do that currently. Unless, again, I'm missing something.

    And Mipey... that Repeat loop would cause the turret to create five bullets all at once in the same tick.

  • Then I realized that you can move the water spout.

    You can do WHAT?

  • A work of genius!

    I commend you.

  • Okay then, I take it all back. It's a terrible idea.

  • Can you think of an easy and efficient method to translate the horizontal movement (and input) of the Platform behavior into rotational movement around a loop? I can't. It just seems to me that you'd need to fudge with the speed and gravity settings of the Platform behavior way too much. I mean, when you press left, the Platform player moves left... how do you tell it you want to move Up or Right instead, and make the transition seamless around a full circle? Yeah, it's probably possible, but that's so many basic functions of the Platform behavior that you're making workarounds for that it hardly seems worth it to me. If you have to change the fundamental movement so much, you might as well go completely custom and save yourself the headache.

    I'm sure Quazi could, though.

  • If the new features were implemented you could make the new turrets act just like the old turrets by setting your Fire Rate to what the Reload is currently, setting the Reload speed to 0, and setting the Ammo to 1. It would behave exactly the same way then.

    Also, I think it's more logical to have your turret store an Ammo amount, rather than the bullet itself... after all, a bullet is just one unit of ammo. As for getting more ammunition, how about a "Reload" action?

    Also, a suggestion (if these features are considered): Setting Ammunition to 0 would mean "infinite." Oh, and what I meant earlier by "Constant fire" is that it should always fire when the target is within range, not just when the angle is appropriate. Unless there's already some method to do this, and I'm missing it.

  • Well, he already said he didn't want to do it that way.

    Anyway, I think using Platform behavior to create full on Sonic-style movement, with loops and everything, is pretty much an exercise in futility. Fundamentally it's a completely different style of movement, and you'd have to wrestle with too many factors just to cancel out and overcome the basic Platform behavior itself.

    A Sonic engine would more likely have to be 100% custom to work well and properly, and that's not something easy for a beginner to tackle.

    Though maybe with the new Custom Movement behavior (or whatever it's called) coming soon, it might make at least doing the controls, speed, and collision easier, if not the loops themselves.