eliasfrost's Forum Posts

  • ryanrybot That sounds very interesting, in regards to frustration. Unless the game telegraphs that getting to another place requires a power; maybe by unlocking another power early in the first level to give the player a clue that you can get new abilities as you play through the game. Or even visual clues etc.. - then it shouldn't be too much trouble I don't think.

    This approach give the player incentive to play through every level at least twice but not in the same way, smart.

    *takes note*

  • It's a bit hard to play with a gamepad because of the 8-directional movement. A lot of time I want to go left but the game register it as up-left because I angle the stick just a little bit to much up. It would be nice if the control allowed you to move in any angle instead of locking you to 45 degrees interval.

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  • Top-Down Shooter Pack — Now for sale in the Scirra Store!

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    <p>Top-Down Shooter pack.</p><p>This graphics pack features sprites perfect for prototyping top down shooters and/or in use for fully featured games.</p><p>The package features 2 fully animated characters, background in 2 color variants (blue and yellow), weapons, ammo, healthpacks and power-ups. Also include animated explosion and fire as well as various objects.</p><p>Specifications:</p><p>Sprite size: 32x32 (with exceptions to death animations, those are 32x64)</p><p>Sprite Count: 155</p>

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  • Cherico Thank you!

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    <p>Dungeon Tileset (32x)</p><p>A dungeon tileset good for prototyping and other uses. The tileset also includes miscellaneous items as well as character sprites.</p><p>Specs:</p><p>Size: 32x32</p><p>Variation: 3 colors: grey, brown and green</p><p>Tile Count: 203</p>

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  • Burvey: Thank you! It's a shame that those kind of games are so rare, I really like the platforming in them.

  • A little something I'm working on right now, a cinematic platformer in the style of Flashback and Abe's Oddysee.

  • 12 Roguelike Character Classes — Now for sale in the Scirra Store!

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    <p>12 Roguelike Character Classes pack.</p><p>Specifications:</p>

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  • I'm still a bit new to Construct so I expect myself to make errors, thankfully people will tell me when I do stuff wrong!

    I was under the impression that using the 'pick by evaluate' would only pick the ones with the specified condition. I thought that if I only had [is Cave_FloorButton/Activated], it would activate the actions every single instance because one of them met the criteria, I suppose I misunderstood how that worked. Re-read the manual entry and I see what you mean though. Do you know why it doesn't pick values that are 0?

    I didn't think the loops allowed me to do that, Thanks for telling me, saves me a lot of trouble. I got it to work using for each loops.

    Thanks for the help, it's much appreciated.

  • Hi! I'm currently trying to implement pressure plates into my game and I'm having a bit of a problem:

    When I walk onto the pressure plate, things work fine, it activates the plate (when I view the instance in the debugger, it's activated variable is true). This is good and all but when I try to link that pressure plate to other objects, things get weird.

    So here's the objects I'm using and their variables:

    This is the pressure plate, when the player collide with it, the it will activate (set Activated to true)

    Cave_FloorButton

      Connector_ID Activated

    This is a wall trigger, it acts as a wall as long as collision is enabled. When the pressure plate is activated, it will disable collision. And it doesn't work.

    trg_Wall

      Connector_ID Activated

    This is a grate, when pressure plate is activated, it will raise. And it works.

    Grate

      Connector_ID Activated

    The idea is that the objects (or rather instances) will check their Connector_ID and check whether the matching connected object is activated. For example: It will check if the trg_Wall/Connector_ID match the Cave_FloorButton/Connector_ID. And if it does, then it will do whatever the object should when activated.

    Here's a screencap of the events involved: I'm really confused and frustrated because the event chains dealing with the trg_Wall and the Grate are identical, yet the trg_Wall one doesn't work but the Grate one does. I have double and tripple checked that the Connector_ID for all involved objects are indeed matching (they are all set to 1).

    EDIT: Sorry, forgot to say: Thanks in advance!

    EDIT2: Woop woop, I found another problem, I think it's connected to the Connector_ID. If I add another Grate, with another Connector_ID (2) then none work. I suppose the same thing happens with the trg_wall since every other unaffected wall have a Connector_ID of 0 instead of 1.

  • For anyone wondering, you'll need to pick instance by evaluation to do that (for example, when a bullet collide with the instance, you can pick instance by evaluating which instance the bullet is colliding with). If you don't specify what the conditions are for picking, you'll end up with unintended results.

    To destroy specific instances (that have a known ID), then what Codah said works fine.

  • Hi! I'm trying to make a UI element for my game and maybe I'm not looking at it from the right angle but I have no idea how to pin UI elements (sprite objects) on top of the viewpoint so that it doesn't scroll together with everything else on the screen.

    I've tried the paralax layer thing but it didn't really work out for me because of how I structure my levels. Is there any other ways to make UI elements?

  • Thank you Lordshiva, that was exactly what I was looking for.

  • Hi! Is there a way to pick instance by colliding with them, I'm trying to make a door mechanic and I want it that when I get into a specific zone I press a button and transition to another area. The problem is though that I don't know how to distinguish between instances, when I use the collide function it picks all instances of the object, and I don't want that.

    Can someone please explain how this can be done?

  • I thought up a little work-around.

    What I did was that I made it so that when you release the button, the game would wait for just under 1 sec, enough time for the accomodating animation to finish, and when it was done, you can move again. It's not super elegant but the animation don't stutter anymore when tapping, and it only becomes a hassle when you go crazy on the move button, I don't expect anyone to tap-move anyway so. Unless someone comes up with a more elegant solution, I'll keep this for now.