Dualmask's Forum Posts

  • I've been working on this pretty much as long as I've been familiar with Construct. Should have started with smaller projects, but I digress. My indie action platformer Jet Dancer is finally starting to resemble something close to a complete game. I have all my stages and gameplay finished and have been testing builds on my Steam Deck. I feel like I might be moving toward release quite soon.

    I have a demo here: https://dualmask.itch.io/jet-dancer that has the first few levels. I'd love to get more feedback on it.

    twitter.com/Dualmask/status/1578746664793174016

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  • Maybe try adding 'Trigger Once' to your event that chooses the attack routine? Sounds like it might be repeating the command over and over because there's nothing telling it not to.

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  • Ah, so I should make the players' collision boxes solid, and overlap them with a non-solid box that would be used to trigger the actual collisions and push the players away. That sounds clever...I'm going to experiment with that.

    Thanks.

  • For your collision box, add an additional 1 px collision box at the base of it. If this one overlaps the normal one (someone is standing on top of someone else), it pushes one or both rapidly off to a side until it is no longer overlapping.

    If you don't want to use two separate boxes, you can also use is overlapping at offset condition to check below.

    https://game.capcom.com/cfn/sfv/column/131422?lang=en

    Thanks, that article gave me something to think about. I think you've led me to a functional solution for now using overlapping with offset. But I would like you to clarify what you mean by "add an additional 1 px collision box at the base of it". Would that be a single pixel or something at, say a pixel wider than the collision box? Would that be a solid box?

  • I'm trying to make a game that features one-on-one fighting, and I'd like to make it so the characters can't physically pass through each other, yet don't have the solid behavior (so they can't use each other as platforms), kind of how characters can 'push' each other in Street Fighter and other 2D fighters. I tried making the characters into physics objects, but because the characters are different heights, I initially coded it so that the height of the invisible collision box changes to match the character being used. This resulted in weird behavior with the characters constantly jumping a pixel or two off the floor.

    I hope I'm being clear enough. Any help or advice would be appreciated.

  • Wow! Great start!

    Thanks a lot! I've done quite a bit of under-the-hood tweaks and I'm about to start developing more characters.

  • Hello all, just wanted to show a work in progress video of a project of mine I call WEAPON Combat League. I plan to make it a straightforward action game in the spirit of The Ninja Warriors (SNES action game), including character switching in the spirit of Bloodstained: Curse of the Moon (the 8-bit game), along with an optional versus mode, not meant to compete with real fighting games, just as a diversion from the main game. That being said, I decided to focus on the versus mode first. I built an engine around two of my eight planned teams of characters and ran some tests.

    youtu.be/2pc3tcF6Iw4

    I'm currently working on creating the logic and animations for more characters and stomping out bugs before I get into the work of making it all look better visually (mainly the UI) and coming up with sound and music.

  • Thanks for your help. I'd love to see your .capx file to see exactly what you did, but I think I get the gist. Maybe I can come up with something similar, match movements with specific UIDs of sprites in the background and line them up with the origin after movement so they stay aligned...

  • Hello. I made a tabletop board game a while ago that features teams of three battling each other on a grid and it turned out to be rather fun. So I thought it would be cool to try to translate it into a Construct project. I figured out how to get character select working and can make the characters move based on different speed ranges, but I wanted to learn how to get my characters moving the way they do in most turn based strategy games like Fire Emblem, Final Fantasy Tactics, etc. For reference, I wanted my game to have a similar feel to this: youtu.be/n3OVfPf_1d4

    I managed to make my characters slide from one spot to another, but what I really want to do is tether the movement to a grid and possibly display an arrow showing their moving direction. Has anyone ever tried to make a game with that kind of movement in Construct? I'd love to see how it's done.

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  • As the title says. I can't make a bug report because nothing happens. When I apply persist to any object, the game refuses to load and I get a black screen forever. When I remove the behavior, my game runs fine. This occurs in multiple projects, with the one thing in common being that they are carried over from Construct 2. The behavior works fine in Construct 2.

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  • Wow, I haven't posted here since 2015...been way too long. Between numerous other art projects, commissions, comics and other junk, I've been putting small amounts of work into my game here and there. It's gotten to the point where, some animations aside, I am ready to focus on moving away from mechanics and building real content for the game (more/better levels, enemies, etc.) Here's a vastly updated, playable demo of my Jet Dancer action platformer: https://jonathanpriceart.net/public_html/JDGame/index.html It's playable with keyboard or gamepad, fully tested with Xbox controls.